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May 3, 2021 16:00
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Demo of how a 3rd person camera works in PICO-8
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pico-8 cartridge // http://www.pico-8.com | |
version 29 | |
__lua__ | |
-------------------------------- | |
-- 3rd person camera demo -- | |
-- -- | |
-- (c) 2021 alanna kelly -- | |
-- -- | |
-- -- | |
--this work is licensed under -- | |
--the terms of the mit -- | |
--license. -- | |
--for a copy, see -- | |
--https://choosealicense.com/l-- | |
--icenses/mit/ -- | |
-- -- | |
--https://alannakelly.ie -- | |
-------------------------------- | |
-- player | |
player={ | |
x=64, | |
y=64, | |
h=0.25 | |
} | |
-- camera | |
cam={ | |
rho=30, -- distance to player | |
theta=.75 | |
} | |
function _update() | |
-- arrows move player | |
if (btn(2)) forward() | |
if (btn(3)) backward() | |
if (btn(0)) player.h += 0.01 | |
if (btn(1)) player.h -= 0.01 | |
-- use [s] and [f] to orbit camera | |
if (btn(0,1)) cam.theta -= .01 | |
if (btn(1,1)) cam.theta += .01 | |
-- use [e] and [d] to change camera distance | |
if (btn(2,1)) cam.rho -= .5 | |
if (btn(3,1)) cam.rho += .5 | |
end | |
function forward() | |
player.x += cos(player.h) | |
player.y += sin(player.h) | |
end | |
function backward() | |
player.x -= cos(player.h) | |
player.y -= sin(player.h) | |
end | |
function update_cam() | |
end | |
function _draw() | |
cls() | |
print("3rd person camera demo") | |
print("⬆️⬇️⬅️➡️ moves player") | |
print("edsf moves camera") | |
-- draw player | |
local px = player.x | |
local py = player.y | |
-- draw player | |
spr(1,px-4,py-4) | |
-- draw player heading | |
line(px,py,px+cos(player.h)*10,py+sin(player.h)*10,11) | |
-- the look at vector | |
local cvx = cos(cam.theta) | |
local cvy = sin(cam.theta) | |
-- polar to world coordinates | |
local cx = px + (cam.rho * cvx) | |
local cy = py + (cam.rho * cvy) | |
-- draw camera | |
spr(2,cx-4,cy-4) | |
-- draw camera look at vector | |
line(cx,cy,cx-cvx*10,cy-cvy*10) | |
end | |
__gfx__ | |
00000000000770000007700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 | |
00000000000700000011110000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 | |
00700700007770000011110000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 | |
00077000070707000011110000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 | |
00077000000700000011110000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 | |
00700700007070000011110000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 | |
00000000007070000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 | |
00000000077077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 |
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