#include #include "raylib.h" #define SCREEN_MIDDLE ((Vector2) {window_size.x/2, window_size.y/2}) typedef struct Player { float radius; Vector2 coord; } Player; typedef struct Map { const Texture texture; const Rectangle box; } Map; Camera2D shake(Camera2D cam, int force) { cam.offset.x += GetRandomValue(-force/2, force/2); cam.offset.y += GetRandomValue(-force/2, force/2); return cam; } int main(void) { Vector2 window_size = { 800.0f, 600.0f }; Camera2D camera = { .target = {0}, .offset = SCREEN_MIDDLE, .rotation = 0.0f, .zoom = 1.0f, }; Player player = { .radius = 25.0f, }; InitWindow(window_size.x, window_size.y, "voleur"); SetWindowState(FLAG_WINDOW_RESIZABLE); SetTargetFPS(60); Map map = { .texture = LoadTexture("data/map2.png"), .box = (Rectangle) { .x = -map.texture.width/2, .y = -map.texture.height/2, .width = map.texture.width, .height = map.texture.height, }, }; while (!WindowShouldClose()) { float DT = GetFrameTime(); if (IsWindowResized()) { window_size = (Vector2) {GetScreenWidth(), GetScreenHeight()}; camera.offset = SCREEN_MIDDLE; } float movement_speed = 10.0f * DT * 50; if ((IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_RIGHT)) && (IsKeyDown(KEY_UP) || IsKeyDown(KEY_DOWN))) movement_speed = 6.324f * DT * 50; 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--; if (IsKeyReleased(KEY_F)) camera.target = player.coord; if (!IsKeyDown(KEY_F)) { player.coord = GetScreenToWorld2D(SCREEN_MIDDLE, 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; player.coord = GetScreenToWorld2D(SCREEN_MIDDLE, camera); } Camera2D effect_camera = camera; if (IsKeyDown(KEY_SPACE)) effect_camera = shake(camera, 12); BeginDrawing(); { ClearBackground(LIME); BeginMode2D(effect_camera); { DrawTexture(map.texture, map.box.x, map.box.y, WHITE); DrawCircle(player.coord.x, player.coord.y, player.radius, RED); } EndMode2D(); } EndDrawing(); } CloseWindow(); return 0; }