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App.swift
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App.swift
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//
// File.swift
// File
//
// Created by Christophe Bronner on 2021-09-04.
//
import RaylibKit
//MARK: - Application
@main struct ExamplePlatformer2D: Applet {
let startingPosition = Vector2(400, 280)
var camera: Camera2D
var player: Player
var cameraStyleIndex = 0
var cameraStyle: CameraStyle {
get { CameraStyles.all[cameraStyleIndex] }
nonmutating set { CameraStyles.all[cameraStyleIndex] = newValue }
}
init() {
Window.create(800, by: 450, title: "Example - Core - 2D Camera Platformer")
Renderer.background = .lightGray
Application.target(fps: 60)
player = Player(at: startingPosition)
camera = Camera2D(at: startingPosition)
}
mutating func update() {
player.update()
camera.zoom += Mouse.wheel * 0.05
camera.zoom.clamp(between: 0.25, and: 3)
if Keyboard.r.isPressed {
camera.zoom = 1
player.position = startingPosition
}
if Keyboard.c.isPressed {
cameraStyleIndex = CameraStyles.all.cycle(after: cameraStyleIndex)
}
cameraStyle.update(&camera, for: player)
}
func draw() {
Renderer.camera(camera) {
Renderer.color = .gray
for obstacle in environment {
Renderer2D.rectangle(obstacle)
}
Renderer2D.rectangle(at: player.position.x.toInt - 20, player.position.y.toInt - 40, size: 40, 40, color: .red)
}
Renderer.pointSize = 10
Renderer.textColor = .black
Renderer2D.text("Controls:", at: 20, 20)
Renderer2D.text("Camera mode:", at: 20, 140)
Renderer.textColor = .darkGray
Renderer2D.text("- Right/Left to move", at: 40, 40)
Renderer2D.text("- Space to jump", at: 40, 60)
Renderer2D.text("- Mouse Wheel to Zoom in-out", at: 40, 80)
Renderer2D.text("- R to reset zoom and position", at: 40, 100)
Renderer2D.text("- C to change camera mode", at: 40, 120)
Renderer2D.text(cameraStyle.name, at: 40, 160)
}
}
//MARK: - Game
let GRAVITY: Float = 400
let map = Vector2(1000, 200)
let environment = [
Rectangle(at: 0, 400, size: 1000, 600),
Rectangle(at: 300, 200, size: 400, 10),
Rectangle(at: 250, 300, size: 100, 10),
Rectangle(at: 650, 300, size: 100, 10),
]
//MARK: Player
struct Player {
let JUMP_SPEED: Float = 350
let MOVEMENT_SPEED: Float = 200
var position: Vector2
var speed: Float
var canJump: Bool
init(at position: Vector2) {
self.position = position
speed = 0
canJump = true
}
mutating func update() {
if Keyboard.left.isDown {
position.x -= MOVEMENT_SPEED * Time.delta
}
if Keyboard.right.isDown {
position.x += MOVEMENT_SPEED * Time.delta
}
if Keyboard.space.isDown && canJump {
speed = -JUMP_SPEED
canJump = false
}
let newY = position.y + speed * Time.delta
let hit = environment.first { obstacle in
obstacle.left.x <= position.x + 20
&& obstacle.right.x >= position.x - 20
&& obstacle.top.y >= position.y
&& obstacle.top.y < newY
}
if let obstacle = hit {
speed = 0
position.y = obstacle.y
canJump = true
} else {
position.y = newY
speed += GRAVITY * Time.delta
canJump = false
}
}
}
//MARK: Camera
protocol CameraStyle {
var name: String { get }
mutating func update(_ camera: inout Camera2D, for player: Player)
}
enum CameraStyles {
static var all: [CameraStyle] = [
CenterCameraStyle(),
ClampedCameraStyle(),
SmoothCameraStyle(),
EvenOutOnLandingCameraStyle(),
PushCameraStyle()
]
struct CenterCameraStyle: CameraStyle {
let name = "Follow player center"
func update(_ camera: inout Camera2D, for player: Player) {
camera.offset = Window.size / 2
camera.target = player.position
}
}
struct ClampedCameraStyle: CameraStyle {
let name = "Follow player center, but clamp to map edges"
func update(_ camera: inout Camera2D, for player: Player) {
camera.offset = Window.size / 2
camera.target = player.position
var min = Vector2(0)
var max = map
for obstacle in environment {
min.maximum(of: obstacle.topLeft)
max.minimum(of: obstacle.bottomRight)
}
min = camera.toScreen(world: min)
max = camera.toScreen(world: max)
let size = Window.size
if max.x < size.x {
camera.offset.x = size.x - (max.x - size.x / 2)
}
if max.y < size.y {
camera.offset.y = size.y - (max.y - size.y / 2)
}
if min.x > 0 {
camera.offset.x = size.x / 2 - min.x
}
if min.y > 0 {
camera.offset.y = size.y / 2 - min.y
}
}
}
struct SmoothCameraStyle: CameraStyle {
let name = "Follow player center, smoothed"
let minSpeed: Float = 30
let minEffectLength: Float = 10
let fractionSpeed: Float = 0.8
func update(_ camera: inout Camera2D, for player: Player) {
camera.offset = Window.size / 2
let diff = player.position - camera.target
let length = diff.magnitude
if length > minEffectLength {
let speed = max(fractionSpeed * length, minSpeed)
camera.target += diff * speed * Time.delta / length
}
}
}
struct EvenOutOnLandingCameraStyle: CameraStyle {
let name = "Follow player center horizontally; update player center vertically after landing"
let speed: Float = 700
private var active = false
private var target: Float = 0
mutating func update(_ camera: inout Camera2D, for player: Player) {
camera.offset = Window.size / 2
camera.target.x = player.position.x
if active {
if target > camera.target.y {
camera.target.y += speed * Time.delta
if camera.target.y > target {
camera.target.y = target
active = false
}
} else {
camera.target.y -= speed * Time.delta
if camera.target.y < target {
camera.target.y = target
active = false
}
}
} else if player.canJump && player.speed == 0 && player.position.y != camera.target.y {
active = true
target = player.position.y
}
}
}
struct PushCameraStyle: CameraStyle {
let name = "Player push camera on getting too close to screen edge"
private var bounds = Vector2(0.2)
func update(_ camera: inout Camera2D, for player: Player) {
let lowerBounds = (.one - bounds) / 2 * Window.size
let min = camera.toWorld(screen: lowerBounds)
let max = camera.toWorld(screen: (.one + bounds) / 2 * Window.size)
camera.offset = lowerBounds
if player.position.x < min.x {
camera.target.x = player.position.x
}
if player.position.y < min.y {
camera.target.y = player.position.y
}
if player.position.x > max.x {
camera.target.x = min.x + (player.position.x - max.x)
}
if player.position.y > max.y {
camera.target.y = min.y + (player.position.y - max.y)
}
}
}
}