camera follows the terrain more smoothly

This commit is contained in:
minjaesong
2021-09-08 17:51:29 +09:00
parent b8e181915e
commit 43ba6f8d1c

View File

@@ -28,14 +28,12 @@ import net.torvald.terrarum.gameworld.WorldTime
import net.torvald.terrarum.modulebasegame.ui.UIRemoCon
import net.torvald.terrarum.modulebasegame.ui.UITitleRemoConYaml
import net.torvald.terrarum.serialise.ReadWorld
import net.torvald.terrarum.sign
import net.torvald.terrarum.weather.WeatherMixer
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.worlddrawer.WorldCamera
import java.io.IOException
import kotlin.math.atan2
import kotlin.math.cos
import kotlin.math.roundToInt
import kotlin.math.sin
import kotlin.math.*
/**
* Created by minjaesong on 2017-09-02.
@@ -67,18 +65,22 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
private val cameraAI = object : ActorAI {
private var firstTime = true
private val lookaheadDist = 320.0
override fun update(actor: Actor, delta: Float) {
val actor = actor as ActorWithBody
val actor = actor as CameraPlayer
val ww = TILE_SIZEF * demoWorld.width
val indexThis = ((actor.hitbox.canonicalX / ww * cameraNodes.size).floorInt()) % cameraNodes.size
val indexNext = (indexThis + 1) % cameraNodes.size
val px: Double = (actor.hitbox.canonicalX) % ww.toDouble()
val pxN = px + lookaheadDist * cos(actor.targetBearing)
val pxP = px - lookaheadDist * cos(actor.targetBearing)
val indexThis = ((pxN / ww * cameraNodes.size).floorInt()) fmod cameraNodes.size
val indexNext = ((pxP / ww * cameraNodes.size).floorInt()) fmod cameraNodes.size
val xwstart: Float = indexThis.toFloat() / cameraNodes.size * ww
val xwend: Float = ((indexThis + 1).toFloat() / cameraNodes.size) * ww
val xw: Float = xwend - xwstart
val px: Double = (actor.hitbox.canonicalX + actor.actorValue.getAsDouble(AVKey.SPEED)!!) % ww.toDouble()
val xperc: Double = (px - xwstart) / xw
val y = FastMath.interpolateLinear(xperc.toFloat(), cameraNodes[indexThis], cameraNodes[indexNext])
@@ -88,7 +90,7 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
actor.hitbox.setPositionY(y - 8.0)
}
else {
(actor as CameraPlayer).moveTo(px, y - 8.0)
(actor as CameraPlayer).moveTo(pxN, y - 8.0)
}
}
}
@@ -124,11 +126,14 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
demoWorld.worldTime.addTime(WorldTime.DAY_LENGTH * 32)
// construct camera nodes
val nodeCount = 400
val nodeCount = demoWorld.width / 10
cameraNodes = kotlin.FloatArray(nodeCount) {
val tileXPos = (demoWorld.width.toFloat() * it / nodeCount).floorInt()
var travelDownCounter = 0
while (travelDownCounter < demoWorld.height && !BlockCodex[demoWorld.getTileFromTerrain(tileXPos, travelDownCounter)].isSolid) {
while (travelDownCounter < demoWorld.height &&
!BlockCodex[demoWorld.getTileFromTerrain(tileXPos, travelDownCounter)].isSolid &&
!BlockCodex[demoWorld.getTileFromWall(tileXPos, travelDownCounter)].isSolid
) {
travelDownCounter += 1
}
// println("Camera node #${it+1} = $travelDownCounter")
@@ -145,6 +150,7 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
val off3 = cameraNodes[(i+3) fmod cameraNodes.size] * 0.025f
cameraNodes[i] = offM3 + offM2 + offM1 + off0 + off1 + off2 + off3
println(cameraNodes[i])
}
@@ -412,10 +418,16 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
TODO("not implemented")
}
var targetBearing = 0.0
var currentBearing = Double.NaN
override fun moveTo(bearing: Double) {
println(bearing)
targetBearing = bearing
if (currentBearing.isNaN()) currentBearing = bearing
val v = actorValue.getAsDouble(AVKey.SPEED)!!
hitbox.translate(v * cos(bearing), v * sin(bearing))
currentBearing = interpolateLinear(1.0 / 32.0, currentBearing, targetBearing)
hitbox.translate(v * cos(currentBearing), v * sin(currentBearing))
}
override fun moveTo(toX: Double, toY: Double) {