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Re: Camera

Posted: Thu Jul 28, 2011 9:52 pm
by Comtois
may be this can help ? In this example i have 2 cameras :
Camera one use keys : Up , down, left and Right
Camera two use keys : Z, S, Q And D (on my azerty keyboard)
Both camera use the same map.

Code: Select all

; Comtois 
; PB 4.51
 
InitSprite()
InitKeyboard()
OpenScreen(1024,768,32,"Map")
 
KeyboardMode(#PB_Keyboard_International)
Enumeration
  #Herbe
  #Eau
  #Fleur
  #Arbre
  #Bord
EndEnumeration
 
Structure s_Point
  x.i
  y.i
EndStructure
 
Structure s_Screen
  Width.i
  Height.i
EndStructure
Structure S_Box
  x.i
  y.i
  Width.i
  Height.i
EndStructure
 
Structure s_Commande
  Haut.i
  Bas.i
  Gauche.i
  Droite.i
EndStructure
 
Structure s_Camera
  Position.s_Point
  Destination.s_Point
  Speed.i
  Screen.s_Screen ; Dimension de l'écran
  ViewPort.s_Box
  Touche.s_Commande
EndStructure
 
#TailleTitleCarteX=440
#TailleTitleCarteY=440
#TailleTitle=32
 
Declare DessineSprite(Sprite, Couleur)
Declare RandomMap()
Declare CameraEvent(*Camera.s_Camera)
Declare AfficheMap(*Camera.s_Camera)
Declare AfficheBox(*Camera.s_Camera)
 
 
Camera.s_Camera
Camera\Speed = 3
Camera\Position\x = 0
Camera\Position\y = 0
Camera\ViewPort\x = 40
Camera\ViewPort\y = 40
Camera\ViewPort\Width = 300
Camera\ViewPort\Height = 150
Camera\Touche\Bas    = #PB_Key_Down
Camera\Touche\Haut   = #PB_Key_Up
Camera\Touche\Droite = #PB_Key_Right
Camera\Touche\Gauche = #PB_Key_Left
 
Camera2.s_Camera
Camera2\Speed = 3
Camera2\Position\x = 0
Camera2\Position\y = 0
Camera2\ViewPort\x = 40
Camera2\ViewPort\y = 240
Camera2\ViewPort\Width = 300
Camera2\ViewPort\Height = 150
Camera2\Touche\Bas    = #PB_Key_S
Camera2\Touche\Haut   = #PB_Key_Z
Camera2\Touche\Droite = #PB_Key_D
Camera2\Touche\Gauche = #PB_Key_Q
 
DessineSprite(#Bord, $0000FF)
DessineSprite(#Herbe, $00FF00)
DessineSprite(#Eau, $FF0000)
DessineSprite(#Fleur, $00FFFF)
DessineSprite(#Arbre, $000088)
 
Global Dim Map(#TailleTitleCarteX,#TailleTitleCarteY)
RandomMap()
 
Repeat
  ClearScreen(0)
  CameraEvent(@Camera)
  AfficheMap(@Camera)
  AfficheBox(@Camera)
  CameraEvent(@Camera2)
  AfficheMap(@Camera2)
  AfficheBox(@Camera2)
  FlipBuffers()
Until KeyboardPushed(#PB_Key_Escape)
 
Procedure DessineSprite(Sprite, Couleur)
  CreateSprite(Sprite,#TailleTitle,#TailleTitle)
  If StartDrawing(SpriteOutput(Sprite))
    Box(0,0,SpriteWidth(Sprite),SpriteHeight(Sprite),Couleur)
    StopDrawing()
    ProcedureReturn #True
  EndIf
EndProcedure
 
Procedure RandomMap()
  For y=0 To #TailleTitleCarteY
    For x=0 To #TailleTitleCarteX
      If x=0 Or x=#TailleTitleCarteX Or y=0 Or y=#TailleTitleCarteY Or x=#TailleTitleCarteX/2 Or y=#TailleTitleCarteY/2
        Map(x,y)=#Bord
      Else
        Map(x,y)=Random(#Arbre)
      EndIf   
    Next x
  Next y   
EndProcedure
 
Procedure AfficheBox(*Camera.s_Camera)
  StartDrawing(ScreenOutput())
    DrawingMode(#PB_2DDrawing_Outlined)
    Box(*Camera\ViewPort\x, *Camera\ViewPort\y, *Camera\ViewPort\Width, *Camera\ViewPort\Height,$FFFFFF)
  StopDrawing()
EndProcedure
 
Procedure CameraEvent(*Camera.s_Camera)
 
  If ExamineKeyboard()
 
    If KeyboardPushed(*Camera\Touche\Droite)
      Key_Right = #True
    EndIf
    If KeyboardReleased(*Camera\Touche\Droite)
      Key_Right = #False
    EndIf     
    If KeyboardPushed(*Camera\Touche\Gauche)
      Key_Left = #True
    EndIf
    If KeyboardReleased(*Camera\Touche\Gauche)
      Key_Left = #False
    EndIf     
    If KeyboardPushed(*Camera\Touche\Haut)
      Key_Up = #True
    EndIf
    If KeyboardReleased(*Camera\Touche\Haut)
      Key_Up = #False
    EndIf 
    If KeyboardPushed(*Camera\Touche\Bas)
      Key_Down = #True
    EndIf
    If KeyboardReleased(*Camera\Touche\Bas)
      Key_down = #False
    EndIf         
  EndIf
    If Key_Right And *Camera\Position\x < (#TailleTitleCarteX + 1) * #TailleTitle - *Camera\ViewPort\Width
      *Camera\Position\x + *Camera\Speed
    ElseIf Key_Left And *Camera\Position\x > 0
      *Camera\Position\x - *Camera\Speed
    EndIf
    If Key_Down And *Camera\Position\y < (#TailleTitleCarteY + 1) * #TailleTitle - *Camera\ViewPort\Height
      *Camera\Position\y + *Camera\Speed
    ElseIf Key_Up And *Camera\Position\y > 0
      *Camera\Position\y - *Camera\Speed
    EndIf 
 
EndProcedure 
 
Procedure AfficheMap(*Camera.s_Camera)
  Define.i Tx, Ty  ; Index sur le tableau DataMap pour récupérer le numéro du Tile à afficher
  Define.i Rx, Ry  ; Position sur le Tile à afficher (entre 0 et la largeur ou hauteur du Tile à afficher)
  Define.i Px, Py  ; Position à l'écran du Tile à afficher
  Define.S_Box Src ; Portion de l'image à récupérer sur le Chipset (Tile à afficher) 
 
  Tx         = *Camera\Position\x / #TailleTitle 
  Ty         = *Camera\Position\y / #TailleTitle
  Ry         = *Camera\Position\y % #TailleTitle
  Src\y      = Ry
  Src\Height = #TailleTitle - Ry
  Py         = *Camera\ViewPort\y
 
 
  While Py < *Camera\ViewPort\y + *Camera\ViewPort\Height
    Px        = *Camera\ViewPort\x   
    Rx        = *Camera\Position\x % #TailleTitle
    Tx        = *Camera\Position\x / #TailleTitle    
    Src\x     = Rx
    Src\Width = #TailleTitle - Rx
 
    While Px < *Camera\ViewPort\x + *Camera\ViewPort\Width
      ClipSprite(Map(Tx,Ty), Src\x, Src\y, Src\Width, Src\Height)
      DisplaySprite(Map(Tx,Ty), Px, Py)
 
      ;On se place après le Tile qui vient d'être affiché      
      Px + Src\Width
      ;On calcule le prochain Tile à afficher 
      Tx + 1
      ;
      Src\x = 0
      ;Tant que l'on n'atteint pas l'extrémité de la carte, le Tile sera complet 
      Src\Width = #TailleTitle
      ;sinon il faut calculer sa largeur
      If (Px + Src\Width) > (*Camera\ViewPort\x + *Camera\ViewPort\Width)
        Src\Width = *Camera\ViewPort\x + *Camera\ViewPort\Width - Px
      EndIf
 
    Wend
    ;On se place après le Tile qui vient d'être affiché
    Py + Src\Height
    ;On calcule le prochain Tile à afficher (index sur le tableau 
    Ty + 1
    ;
    Src\y      = 0
    ;Tant que l'on n'atteint pas l'extrémité de la carte, le Tile sera complet 
    Src\Height = #TailleTitle
    ;sinon il faut calculer sa hauteur
    If Py + Src\Height > *Camera\ViewPort\y + *Camera\ViewPort\Height
      Src\Height = *Camera\ViewPort\y + *Camera\ViewPort\Height - Py
    EndIf
  Wend  
 
EndProcedure
Or this example ; Download (blendman is the author of the images)

Re: Camera

Posted: Thu Jul 28, 2011 10:15 pm
by Comtois
Nubcake wrote:Edited:
I have created a map (village.png) with a level editor of size 800*720 and it is destined to have the camera size as 160*144 pixels. But how do i maintain the camera size while on a window of 640*480?
Is there some sort of library for this (2D scrolling) or do i have to make my sprites very big?
Use

Code: Select all

LoadSprite(#Village, "Village.png")
ClipSprite(#Village, CameraX, CameraY, 160, 144)
DisplaySprite(#Village, x, y)
and use keyboard to increment or decrement CameraX and CameraY.

Re: Camera

Posted: Thu Jul 28, 2011 10:44 pm
by Nubcake
thanks for the replies , i've adapted a similar way to do it. edit: Found it.