This isn't so much a question as it is an 'anti-tunnel-vision' check.
I'm trying to get a camera/viewport working in a roguelike, but I'm not sure I'm doing things correctly.
Here's the code I've got so far:
void Map::moveCamera(int targetx,int targety) {
//size of the map portion shown on-screen
int CAMERA_WIDTH = 80;
int CAMERA_HEIGHT = 43;
int camera_x = 0;
int camera_y = 0;
//new camera coordinates (top-left corner of the screen relative to the map)
int x = targetx - CAMERA_WIDTH / 2; //coordinates so that the target is at the center of the screen
int y = targety - CAMERA_HEIGHT / 2;
//make sure the camera doesn't see outside the map
if (x < 0){
x = 0;
}
if (y < 0){
y = 0;
}
if (x > map_width - CAMERA_WIDTH - 1) {
x = map_width - CAMERA_WIDTH - 1;
}
if (y > map_height - CAMERA_HEIGHT - 1) {
y = map_height - CAMERA_HEIGHT - 1;
if (x != camera_x or y != camera_y) {
computeFov();
}
camera_x = x;
camera_y = y;
}
}
Now, when I change the size of the map, the camera is stuck way up in the corner and I can't see the map!
Can anyone point me in the right direction?