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Example code for part 3 of my Cameras in Love2D tutorial series.
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| camera = {} | |
| camera._x = 0 | |
| camera._y = 0 | |
| camera.scaleX = 1 | |
| camera.scaleY = 1 | |
| camera.rotation = 0 | |
| function camera:set() | |
| love.graphics.push() | |
| love.graphics.rotate(-self.rotation) | |
| love.graphics.scale(1 / self.scaleX, 1 / self.scaleY) | |
| love.graphics.translate(-self._x, -self._y) | |
| end | |
| function camera:unset() | |
| love.graphics.pop() | |
| end | |
| function camera:move(dx, dy) | |
| self._x = self._x + (dx or 0) | |
| self._y = self._y + (dy or 0) | |
| end | |
| function camera:rotate(dr) | |
| self.rotation = self.rotation + dr | |
| end | |
| function camera:scale(sx, sy) | |
| sx = sx or 1 | |
| self.scaleX = self.scaleX * sx | |
| self.scaleY = self.scaleY * (sy or sx) | |
| end | |
| function camera:setX(value) | |
| if self._bounds then | |
| self._x = math.clamp(value, self._bounds.x1, self._bounds.x2) | |
| else | |
| self._x = value | |
| end | |
| end | |
| function camera:setY(value) | |
| if self._bounds then | |
| self._y = math.clamp(value, self._bounds.y1, self._bounds.y2) | |
| else | |
| self._y = value | |
| end | |
| end | |
| function camera:setPosition(x, y) | |
| if x then self:setX(x) end | |
| if y then self:setY(y) end | |
| end | |
| function camera:setScale(sx, sy) | |
| self.scaleX = sx or self.scaleX | |
| self.scaleY = sy or self.scaleY | |
| end | |
| function camera:getBounds() | |
| return unpack(self._bounds) | |
| end | |
| function camera:setBounds(x1, y1, x2, y2) | |
| self._bounds = { x1 = x1, y1 = y1, x2 = x2, y2 = y2 } | |
| end |
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| require('camera') | |
| function love.load() | |
| width = love.graphics.getWidth() | |
| height = love.graphics.getHeight() | |
| camera:setBounds(0, 0, width, height) | |
| player = { | |
| x = width / 2, | |
| y = height / 2, | |
| width = 50, | |
| height = 50, | |
| speed = 300, | |
| color = { 150, 150, 150 } | |
| } | |
| box = { | |
| x = 0, | |
| y = 0, | |
| width = width * 2, | |
| height = height * 2, | |
| color = { 255, 20, 20 } | |
| } | |
| stuff = {} | |
| for i = 1, 10 do | |
| table.insert(stuff, { | |
| x = math.random(100, width * 2 - 100), | |
| y = math.random(100, height * 2 - 100), | |
| width = math.random(100, 300), | |
| height = math.random(100, 300), | |
| color = { 255, 255, 255 } | |
| }) | |
| end | |
| end | |
| function love.update(dt) | |
| if love.keyboard.isDown('left') then | |
| player.x = player.x - player.speed * dt | |
| elseif love.keyboard.isDown('right') then | |
| player.x = player.x + player.speed * dt | |
| elseif love.keyboard.isDown('up') then | |
| player.y = player.y - player.speed * dt | |
| elseif love.keyboard.isDown('down') then | |
| player.y = player.y + player.speed * dt | |
| end | |
| camera:setPosition(player.x - width / 2, player.y - height / 2) | |
| end | |
| function love.draw() | |
| camera:set() | |
| -- box | |
| love.graphics.setColor(box.color) | |
| love.graphics.rectangle('line', box.x, box.y, box.width, box.height) | |
| -- stuff | |
| for _, v in pairs(stuff) do | |
| love.graphics.setColor(v.color) | |
| love.graphics.rectangle('fill', v.x, v.y, v.width, v.height) | |
| end | |
| -- player | |
| love.graphics.setColor(player.color) | |
| love.graphics.rectangle('fill', player.x, player.y, player.width, player.height) | |
| camera:unset() | |
| end | |
| function math.clamp(x, min, max) | |
| return x < min and min or (x > max and max or x) | |
| end |
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