#include #include #include "raylib.h" typedef struct Player { Vector2 screen; float radius; Vector2 coord; } Player; typedef struct Map { const Texture texture; const Vector2 screen; const Rectangle box; } Map; int main(void) { Vector2 window_size = { 800.0f, 600.0f }; Camera2D camera = { .target = {0}, .offset = (Vector2) {window_size.x/2, window_size.y/2}, .rotation = 0.0f, .zoom = 1.0f, }; Player player = { .screen = (Vector2) {window_size.x/2, window_size.y/2}, .radius = 25.0f, }; InitWindow(window_size.x, window_size.y, "voleur"); SetWindowState(FLAG_WINDOW_RESIZABLE); SetTargetFPS(60); Map map = { .texture = LoadTexture("data/map2.png"), .screen = {-map.texture.width/2, -map.texture.height/2}, .box = (Rectangle) { .x = map.screen.x, .y = map.screen.y, .width = map.texture.width, .height = map.texture.height, }, }; while (!WindowShouldClose()) { if (IsWindowResized()) { window_size = (Vector2) {GetScreenWidth(), GetScreenHeight()}; camera.offset = (Vector2) {window_size.x/2, window_size.y/2}; player.screen = (Vector2) {window_size.x/2, window_size.y/2}; } float movement_speed = 10.0f; if ((IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_RIGHT)) && (IsKeyDown(KEY_UP) || IsKeyDown(KEY_DOWN))) movement_speed = 6.324f; if (IsKeyDown(KEY_LEFT_SHIFT)) movement_speed /= 2.0f; if (IsKeyDown(KEY_LEFT)) camera.target.x -= movement_speed ; if (IsKeyDown(KEY_RIGHT)) camera.target.x += movement_speed ; if (IsKeyDown(KEY_UP)) camera.target.y -= movement_speed ; if (IsKeyDown(KEY_DOWN)) camera.target.y += movement_speed ; if (IsKeyDown(KEY_A)) camera.rotation++; if (IsKeyDown(KEY_D)) camera.rotation--; if (IsKeyDown(KEY_W)) player.radius++; if (IsKeyDown(KEY_S)) player.radius--; player.coord = GetScreenToWorld2D(player.screen, camera); if (player.coord.x - player.radius < map.box.x) camera.target.x = map.box.x + player.radius; else if (player.coord.x + player.radius > map.box.x + map.box.width) camera.target.x = map.box.x + map.box.width - player.radius; if (player.coord.y - player.radius < map.box.y) camera.target.y = map.box.y + player.radius; else if (player.coord.y + player.radius > map.box.y + map.box.height) camera.target.y = map.box.y + map.box.height - player.radius; BeginDrawing(); { ClearBackground(LIME); BeginMode2D(camera); { DrawTexture(map.texture, map.screen.x, map.screen.y, WHITE); } EndMode2D(); DrawCircle(player.screen.x, player.screen.y, player.radius, RED); } EndDrawing(); } CloseWindow(); return 0; }