Simplify POI selection
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cb1c2ffda1
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8881e597f0
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@ -93,21 +93,15 @@ int main(void)
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Press [1 - 6] to reset c to a point of interest
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// Press [1 - 6] to reset c to a point of interest
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if (IsKeyPressed(KEY_ONE) ||
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for (KeyboardKey k = KEY_ONE; k <= KEY_SIX; ++k)
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IsKeyPressed(KEY_TWO) ||
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IsKeyPressed(KEY_THREE) ||
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IsKeyPressed(KEY_FOUR) ||
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IsKeyPressed(KEY_FIVE) ||
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IsKeyPressed(KEY_SIX))
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{
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{
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if (IsKeyPressed(KEY_ONE)) c[0] = pointsOfInterest[0][0], c[1] = pointsOfInterest[0][1];
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if (IsKeyPressed(k))
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else if (IsKeyPressed(KEY_TWO)) c[0] = pointsOfInterest[1][0], c[1] = pointsOfInterest[1][1];
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{
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else if (IsKeyPressed(KEY_THREE)) c[0] = pointsOfInterest[2][0], c[1] = pointsOfInterest[2][1];
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c[0] = pointsOfInterest[k - KEY_ONE][0];
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else if (IsKeyPressed(KEY_FOUR)) c[0] = pointsOfInterest[3][0], c[1] = pointsOfInterest[3][1];
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c[1] = pointsOfInterest[k - KEY_ONE][1];
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else if (IsKeyPressed(KEY_FIVE)) c[0] = pointsOfInterest[4][0], c[1] = pointsOfInterest[4][1];
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else if (IsKeyPressed(KEY_SIX)) c[0] = pointsOfInterest[5][0], c[1] = pointsOfInterest[5][1];
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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break;
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}
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}
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}
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if (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change)
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if (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change)
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@ -118,21 +112,22 @@ int main(void)
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if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
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if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
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else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--;
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else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--;
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// TODO: The idea is to zoom and move around with mouse
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// Probably offset movement should be proportional to zoom level
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// TODO: The idea is to zoom and move around with the mouse
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
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{
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{
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) zoom += zoom*0.003f;
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) zoom += zoom * 0.003f;
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if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) zoom -= zoom*0.003f;
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if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) zoom -= zoom * 0.003f;
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Vector2 mousePos = GetMousePosition();
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const Vector2 mousePos = GetMousePosition();
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offsetSpeed.x = mousePos.x -(float)screenWidth/2;
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offsetSpeed.x = zoom * (mousePos.x - (float)screenWidth / 2.0);
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offsetSpeed.y = mousePos.y -(float)screenHeight/2;
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offsetSpeed.y = zoom * (mousePos.y - (float)screenHeight / 2.0);
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// Slowly move camera to targetOffset
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// Slowly move camera to targetOffset
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offset[0] += GetFrameTime()*offsetSpeed.x*0.8f;
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offset[0] += GetFrameTime() * offsetSpeed.x;
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offset[1] += GetFrameTime()*offsetSpeed.y*0.8f;
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offset[1] += GetFrameTime() * offsetSpeed.y;
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}
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}
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else offsetSpeed = (Vector2){ 0.0f, 0.0f };
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else offsetSpeed = (Vector2){ 0.0f, 0.0f };
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