local boundary = { x = 200, y = 100, w = 100, h = 80, } local bg = { x = 200, y = 100, w = 300, h = 200 } local p = { x = boundary.x + 10, y = boundary.y + 10, speed = 100, } function jin.core.onLoad() end local function clamp(x, a, b) return math.min(math.max(x, a), b) end function jin.core.onEvent(e) if e.type == "Quit" then jin.core.stop() end if e.type == "KeyDown" then if e.key == "Escape" then jin.core.stop() end if e.key == "Left" then p.x = p.x - p.speed elseif e.key == "Right" then p.x = p.x + p.speed elseif e.key == "Up" then p.y = p.y - p.speed elseif e.key == "Down" then p.y = p.y + p.speed end p.x = clamp(p.x, boundary.x, boundary.x + boundary.w) p.y = clamp(p.y, boundary.y, boundary.y + boundary.h) end end local function updateBg() local x0 = boundary.x local x1 = boundary.x + boundary.w local tx = (p.x - x0) / (x1 - x0) bg.x = tx * (x1 - x0 - bg.w) + x0 local y0 = boundary.y local y1 = boundary.y + boundary.h local ty = (p.y - y0) / (y1 - y0) bg.y = ty * (y1 - y0 - bg.h) + y0 end function jin.core.onUpdate(dt) updateBg() end function jin.core.onDraw() jin.graphics.setColor(100, 100, 100, 255) jin.graphics.rect("fill", bg.x, bg.y, bg.w, bg.h) jin.graphics.setColor(255,255,255,255) jin.graphics.rect("line", boundary.x, boundary.y, boundary.w, boundary.h) jin.graphics.setColor(255,0,0,255) jin.graphics.rect("fill", p.x, p.y, 3, 3) end