2d camera platformer
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//! raylib [core] example - 2d camera platformer
//!
//! Zig-API translation of examples/core/core_2d_camera_platformer.c (raylib 6.2).
//! Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2019-2025 arvyy (@arvyy)
const std = @import("std");
const rl = @import("raylib");
const rm = rl.math;
const gravity = 400;
const player_jump_spd: f32 = 350.0;
const player_hor_spd: f32 = 200.0;
const Player = struct {
position: rl.Vector2,
speed: f32,
can_jump: bool,
};
const EnvItem = struct {
rect: rl.Rectangle,
blocking: bool,
color: rl.Color,
};
/// Every camera mode updates the camera from the player, the map and the frame delta.
const CameraUpdater = *const fn (camera: *rl.Camera2D, player: *const Player, env_items: []const EnvItem, delta: f32, width: i32, height: i32) void;
pub fn main() void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [core] example - 2d camera platformer");
defer rl.closeWindow(); // Close window and OpenGL context
var player: Player = .{ .position = .{ .x = 400, .y = 280 }, .speed = 0, .can_jump = false };
const env_items = [_]EnvItem{
.{ .rect = .{ .x = 0, .y = 0, .width = 1000, .height = 400 }, .blocking = false, .color = .light_gray },
.{ .rect = .{ .x = 0, .y = 400, .width = 1000, .height = 200 }, .blocking = true, .color = .gray },
.{ .rect = .{ .x = 300, .y = 200, .width = 400, .height = 10 }, .blocking = true, .color = .gray },
.{ .rect = .{ .x = 250, .y = 300, .width = 100, .height = 10 }, .blocking = true, .color = .gray },
.{ .rect = .{ .x = 650, .y = 300, .width = 100, .height = 10 }, .blocking = true, .color = .gray },
};
var camera: rl.Camera2D = .{
.target = player.position,
.offset = .{
.x = @as(f32, @floatFromInt(rl.getRenderWidth())) / 2.0,
.y = @as(f32, @floatFromInt(rl.getRenderHeight())) / 2.0,
},
.rotation = 0.0,
.zoom = 1.0,
};
// The multiple update camera functions
const camera_updaters = [_]CameraUpdater{
updateCameraCenter,
updateCameraCenterInsideMap,
updateCameraCenterSmoothFollow,
updateCameraEvenOutOnLanding,
updateCameraPlayerBoundsPush,
};
var camera_option: usize = 0;
const camera_descriptions = [camera_updaters.len][:0]const u8{
"Follow player center",
"Follow player center, but clamp to map edges",
"Follow player center; smoothed",
"Follow player center horizontally; update player center vertically after landing",
"Player push camera on getting too close to screen edge",
};
rl.setTargetFPS(60);
// Main game loop
while (!rl.windowShouldClose()) {
// Update
const delta_time = rl.getFrameTime();
updatePlayer(&player, &env_items, delta_time);
camera.zoom += rl.getMouseWheelMove() * 0.05;
camera.zoom = std.math.clamp(camera.zoom, 0.25, 3.0);
if (rl.isKeyPressed(.r)) {
camera.zoom = 1.0;
player.position = .{ .x = 400, .y = 280 };
}
if (rl.isKeyPressed(.c)) camera_option = (camera_option + 1) % camera_updaters.len;
// Call update camera function by its pointer
camera_updaters[camera_option](&camera, &player, &env_items, delta_time, screen_width, screen_height);
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.light_gray);
{
rl.beginMode2D(camera);
defer rl.endMode2D();
for (env_items) |item| rl.drawRectangleRec(item.rect, item.color);
const player_rect: rl.Rectangle = .{ .x = player.position.x - 20, .y = player.position.y - 40, .width = 40.0, .height = 40.0 };
rl.drawRectangleRec(player_rect, .red);
rl.drawCircleV(player.position, 5.0, .gold);
}
rl.drawText("Controls:", 20, 20, 10, .black);
rl.drawText("- Right/Left to move", 40, 40, 10, .dark_gray);
rl.drawText("- Space to jump", 40, 60, 10, .dark_gray);
rl.drawText("- Mouse Wheel to Zoom in-out", 40, 80, 10, .dark_gray);
rl.drawText("- R to reset position + zoom", 40, 100, 10, .dark_gray);
rl.drawText("- C to change camera mode", 40, 120, 10, .dark_gray);
rl.drawText("Current camera mode:", 20, 140, 10, .black);
rl.drawText(camera_descriptions[camera_option], 40, 160, 10, .dark_gray);
}
}
fn updatePlayer(player: *Player, env_items: []const EnvItem, delta: f32) void {
if (rl.isKeyDown(.left)) player.position.x -= player_hor_spd * delta;
if (rl.isKeyDown(.right)) player.position.x += player_hor_spd * delta;
if (rl.isKeyDown(.space) and player.can_jump) {
player.speed = -player_jump_spd;
player.can_jump = false;
}
const p = &player.position;
for (env_items) |item| {
if (item.blocking and
item.rect.x <= p.x and
item.rect.x + item.rect.width >= p.x and
item.rect.y >= p.y and
item.rect.y <= p.y + player.speed * delta)
{
player.speed = 0.0;
p.y = item.rect.y;
player.can_jump = true;
break;
}
} else {
player.position.y += player.speed * delta;
player.speed += gravity * delta;
player.can_jump = false;
}
}
fn screenCenter(width: i32, height: i32) rl.Vector2 {
return .{ .x = @as(f32, @floatFromInt(width)) / 2.0, .y = @as(f32, @floatFromInt(height)) / 2.0 };
}
fn updateCameraCenter(camera: *rl.Camera2D, player: *const Player, _: []const EnvItem, _: f32, width: i32, height: i32) void {
camera.offset = screenCenter(width, height);
camera.target = player.position;
}
fn updateCameraCenterInsideMap(camera: *rl.Camera2D, player: *const Player, env_items: []const EnvItem, _: f32, width: i32, height: i32) void {
camera.target = player.position;
camera.offset = screenCenter(width, height);
var min_x: f32 = 1000;
var min_y: f32 = 1000;
var max_x: f32 = -1000;
var max_y: f32 = -1000;
for (env_items) |item| {
min_x = @min(item.rect.x, min_x);
max_x = @max(item.rect.x + item.rect.width, max_x);
min_y = @min(item.rect.y, min_y);
max_y = @max(item.rect.y + item.rect.height, max_y);
}
const max = rl.getWorldToScreen2D(.{ .x = max_x, .y = max_y }, camera.*);
const min = rl.getWorldToScreen2D(.{ .x = min_x, .y = min_y }, camera.*);
const w: f32 = @floatFromInt(width);
const h: f32 = @floatFromInt(height);
if (max.x < w) camera.offset.x = w - (max.x - w / 2);
if (max.y < h) camera.offset.y = h - (max.y - h / 2);
if (min.x > 0) camera.offset.x = w / 2 - min.x;
if (min.y > 0) camera.offset.y = h / 2 - min.y;
}
fn updateCameraCenterSmoothFollow(camera: *rl.Camera2D, player: *const Player, _: []const EnvItem, delta: f32, width: i32, height: i32) void {
const min_speed = 30;
const min_effect_length = 10;
const fraction_speed = 0.8;
camera.offset = screenCenter(width, height);
const diff = rm.vector2Subtract(player.position, camera.target);
const length = rm.vector2Length(diff);
if (length > min_effect_length) {
const speed = @max(fraction_speed * length, min_speed);
camera.target = rm.vector2Add(camera.target, rm.vector2Scale(diff, speed * delta / length));
}
}
/// Camera state that persists across frames (C: function-local statics).
const even_out = struct {
const speed = 700;
var active = false;
var target: f32 = 0;
};
fn updateCameraEvenOutOnLanding(camera: *rl.Camera2D, player: *const Player, _: []const EnvItem, delta: f32, width: i32, height: i32) void {
camera.offset = screenCenter(width, height);
camera.target.x = player.position.x;
if (even_out.active) {
if (even_out.target > camera.target.y) {
camera.target.y += even_out.speed * delta;
if (camera.target.y > even_out.target) {
camera.target.y = even_out.target;
even_out.active = false;
}
} else {
camera.target.y -= even_out.speed * delta;
if (camera.target.y < even_out.target) {
camera.target.y = even_out.target;
even_out.active = false;
}
}
} else if (player.can_jump and player.speed == 0 and player.position.y != camera.target.y) {
even_out.active = true;
even_out.target = player.position.y;
}
}
fn updateCameraPlayerBoundsPush(camera: *rl.Camera2D, player: *const Player, _: []const EnvItem, _: f32, width: i32, height: i32) void {
const bbox: rl.Vector2 = .{ .x = 0.2, .y = 0.2 };
const w: f32 = @floatFromInt(width);
const h: f32 = @floatFromInt(height);
const bbox_world_min = rl.getScreenToWorld2D(.{ .x = (1 - bbox.x) * 0.5 * w, .y = (1 - bbox.y) * 0.5 * h }, camera.*);
const bbox_world_max = rl.getScreenToWorld2D(.{ .x = (1 + bbox.x) * 0.5 * w, .y = (1 + bbox.y) * 0.5 * h }, camera.*);
camera.offset = .{ .x = (1 - bbox.x) * 0.5 * w, .y = (1 - bbox.y) * 0.5 * h };
if (player.position.x < bbox_world_min.x) camera.target.x = player.position.x;
if (player.position.y < bbox_world_min.y) camera.target.y = player.position.y;
if (player.position.x > bbox_world_max.x) camera.target.x = bbox_world_min.x + (player.position.x - bbox_world_max.x);
if (player.position.y > bbox_world_max.y) camera.target.y = bbox_world_min.y + (player.position.y - bbox_world_max.y);
}/*******************************************************************************************
*
* raylib [core] example - 2d camera platformer
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 2.5, last time updated with raylib 3.0
*
* Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2025 arvyy (@arvyy)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#define G 400
#define PLAYER_JUMP_SPD 350.0f
#define PLAYER_HOR_SPD 200.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
float speed;
bool canJump;
} Player;
typedef struct EnvItem {
Rectangle rect;
int blocking;
Color color;
} EnvItem;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta);
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera platformer");
Player player = { 0 };
player.position = (Vector2){ 400, 280 };
player.speed = 0;
player.canJump = false;
EnvItem envItems[] = {
{{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
{{ 0, 400, 1000, 200 }, 1, GRAY },
{{ 300, 200, 400, 10 }, 1, GRAY },
{{ 250, 300, 100, 10 }, 1, GRAY },
{{ 650, 300, 100, 10 }, 1, GRAY }
};
int envItemsLength = sizeof(envItems)/sizeof(envItems[0]);
Camera2D camera = { 0 };
camera.target = player.position;
camera.offset = (Vector2){ GetRenderWidth()/2.0f, GetRenderHeight()/2.0f };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
// Store pointers to the multiple update camera functions
void (*cameraUpdaters[])(Camera2D*, Player*, EnvItem*, int, float, int, int) = {
UpdateCameraCenter,
UpdateCameraCenterInsideMap,
UpdateCameraCenterSmoothFollow,
UpdateCameraEvenOutOnLanding,
UpdateCameraPlayerBoundsPush
};
int cameraOption = 0;
int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]);
char *cameraDescriptions[] = {
"Follow player center",
"Follow player center, but clamp to map edges",
"Follow player center; smoothed",
"Follow player center horizontally; update player center vertically after landing",
"Player push camera on getting too close to screen edge"
};
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
float deltaTime = GetFrameTime();
UpdatePlayer(&player, envItems, envItemsLength, deltaTime);
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
if (IsKeyPressed(KEY_R))
{
camera.zoom = 1.0f;
player.position = (Vector2){ 400, 280 };
}
if (IsKeyPressed(KEY_C)) cameraOption = (cameraOption + 1)%cameraUpdatersLength;
// Call update camera function by its pointer
cameraUpdaters[cameraOption](&camera, &player, envItems, envItemsLength, deltaTime, screenWidth, screenHeight);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(LIGHTGRAY);
BeginMode2D(camera);
for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);
Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40.0f, 40.0f };
DrawRectangleRec(playerRect, RED);
DrawCircleV(player.position, 5.0f, GOLD);
EndMode2D();
DrawText("Controls:", 20, 20, 10, BLACK);
DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
DrawText("- Mouse Wheel to Zoom in-out", 40, 80, 10, DARKGRAY);
DrawText("- R to reset position + zoom", 40, 100, 10, DARKGRAY);
DrawText("- C to change camera mode", 40, 120, 10, DARKGRAY);
DrawText("Current camera mode:", 20, 140, 10, BLACK);
DrawText(cameraDescriptions[cameraOption], 40, 160, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta)
{
if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta;
if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta;
if (IsKeyDown(KEY_SPACE) && player->canJump)
{
player->speed = -PLAYER_JUMP_SPD;
player->canJump = false;
}
bool hitObstacle = false;
for (int i = 0; i < envItemsLength; i++)
{
EnvItem *ei = envItems + i;
Vector2 *p = &(player->position);
if (ei->blocking &&
ei->rect.x <= p->x &&
ei->rect.x + ei->rect.width >= p->x &&
ei->rect.y >= p->y &&
ei->rect.y <= p->y + player->speed*delta)
{
hitObstacle = true;
player->speed = 0.0f;
p->y = ei->rect.y;
break;
}
}
if (!hitObstacle)
{
player->position.y += player->speed*delta;
player->speed += G*delta;
player->canJump = false;
}
else player->canJump = true;
}
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
camera->offset = (Vector2){ width/2.0f, height/2.0f };
camera->target = player->position;
}
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
camera->target = player->position;
camera->offset = (Vector2){ width/2.0f, height/2.0f };
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
for (int i = 0; i < envItemsLength; i++)
{
EnvItem *ei = envItems + i;
minX = fminf(ei->rect.x, minX);
maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
minY = fminf(ei->rect.y, minY);
maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
}
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
if (max.x < width) camera->offset.x = width - (max.x - (float)width/2);
if (max.y < height) camera->offset.y = height - (max.y - (float)height/2);
if (min.x > 0) camera->offset.x = (float)width/2 - min.x;
if (min.y > 0) camera->offset.y = (float)height/2 - min.y;
}
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
static float minSpeed = 30;
static float minEffectLength = 10;
static float fractionSpeed = 0.8f;
camera->offset = (Vector2){ width/2.0f, height/2.0f };
Vector2 diff = Vector2Subtract(player->position, camera->target);
float length = Vector2Length(diff);
if (length > minEffectLength)
{
float speed = fmaxf(fractionSpeed*length, minSpeed);
camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
}
}
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
static float evenOutSpeed = 700;
static int eveningOut = false;
static float evenOutTarget;
camera->offset = (Vector2){ width/2.0f, height/2.0f };
camera->target.x = player->position.x;
if (eveningOut)
{
if (evenOutTarget > camera->target.y)
{
camera->target.y += evenOutSpeed*delta;
if (camera->target.y > evenOutTarget)
{
camera->target.y = evenOutTarget;
eveningOut = 0;
}
}
else
{
camera->target.y -= evenOutSpeed*delta;
if (camera->target.y < evenOutTarget)
{
camera->target.y = evenOutTarget;
eveningOut = 0;
}
}
}
else
{
if (player->canJump && (player->speed == 0) && (player->position.y != camera->target.y))
{
eveningOut = 1;
evenOutTarget = player->position.y;
}
}
}
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
static Vector2 bbox = { 0.2f, 0.2f };
Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
camera->offset = (Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height };
if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x;
if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y;
if (player->position.x > bboxWorldMax.x) camera->target.x = bboxWorldMin.x + (player->position.x - bboxWorldMax.x);
if (player->position.y > bboxWorldMax.y) camera->target.y = bboxWorldMin.y + (player->position.y - bboxWorldMax.y);
}From raylib 6.2. The original on GitHub.