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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-08 04:41:51 +09:00
camera follows the terrain more smoothly
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@@ -28,14 +28,12 @@ import net.torvald.terrarum.gameworld.WorldTime
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import net.torvald.terrarum.modulebasegame.ui.UIRemoCon
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import net.torvald.terrarum.modulebasegame.ui.UITitleRemoConYaml
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import net.torvald.terrarum.serialise.ReadWorld
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import net.torvald.terrarum.sign
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import net.torvald.terrarum.weather.WeatherMixer
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import net.torvald.terrarum.ui.UICanvas
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import net.torvald.terrarum.worlddrawer.WorldCamera
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import java.io.IOException
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import kotlin.math.atan2
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import kotlin.math.cos
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import kotlin.math.roundToInt
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import kotlin.math.sin
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import kotlin.math.*
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/**
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* Created by minjaesong on 2017-09-02.
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@@ -67,18 +65,22 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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private val cameraAI = object : ActorAI {
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private var firstTime = true
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private val lookaheadDist = 320.0
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override fun update(actor: Actor, delta: Float) {
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val actor = actor as ActorWithBody
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val actor = actor as CameraPlayer
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val ww = TILE_SIZEF * demoWorld.width
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val indexThis = ((actor.hitbox.canonicalX / ww * cameraNodes.size).floorInt()) % cameraNodes.size
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val indexNext = (indexThis + 1) % cameraNodes.size
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val px: Double = (actor.hitbox.canonicalX) % ww.toDouble()
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val pxN = px + lookaheadDist * cos(actor.targetBearing)
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val pxP = px - lookaheadDist * cos(actor.targetBearing)
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val indexThis = ((pxN / ww * cameraNodes.size).floorInt()) fmod cameraNodes.size
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val indexNext = ((pxP / ww * cameraNodes.size).floorInt()) fmod cameraNodes.size
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val xwstart: Float = indexThis.toFloat() / cameraNodes.size * ww
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val xwend: Float = ((indexThis + 1).toFloat() / cameraNodes.size) * ww
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val xw: Float = xwend - xwstart
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val px: Double = (actor.hitbox.canonicalX + actor.actorValue.getAsDouble(AVKey.SPEED)!!) % ww.toDouble()
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val xperc: Double = (px - xwstart) / xw
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val y = FastMath.interpolateLinear(xperc.toFloat(), cameraNodes[indexThis], cameraNodes[indexNext])
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@@ -88,7 +90,7 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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actor.hitbox.setPositionY(y - 8.0)
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}
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else {
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(actor as CameraPlayer).moveTo(px, y - 8.0)
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(actor as CameraPlayer).moveTo(pxN, y - 8.0)
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}
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}
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}
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@@ -124,11 +126,14 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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demoWorld.worldTime.addTime(WorldTime.DAY_LENGTH * 32)
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// construct camera nodes
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val nodeCount = 400
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val nodeCount = demoWorld.width / 10
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cameraNodes = kotlin.FloatArray(nodeCount) {
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val tileXPos = (demoWorld.width.toFloat() * it / nodeCount).floorInt()
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var travelDownCounter = 0
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while (travelDownCounter < demoWorld.height && !BlockCodex[demoWorld.getTileFromTerrain(tileXPos, travelDownCounter)].isSolid) {
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while (travelDownCounter < demoWorld.height &&
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!BlockCodex[demoWorld.getTileFromTerrain(tileXPos, travelDownCounter)].isSolid &&
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!BlockCodex[demoWorld.getTileFromWall(tileXPos, travelDownCounter)].isSolid
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) {
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travelDownCounter += 1
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}
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// println("Camera node #${it+1} = $travelDownCounter")
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@@ -145,6 +150,7 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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val off3 = cameraNodes[(i+3) fmod cameraNodes.size] * 0.025f
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cameraNodes[i] = offM3 + offM2 + offM1 + off0 + off1 + off2 + off3
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println(cameraNodes[i])
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}
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@@ -412,10 +418,16 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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TODO("not implemented")
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}
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var targetBearing = 0.0
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var currentBearing = Double.NaN
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override fun moveTo(bearing: Double) {
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println(bearing)
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targetBearing = bearing
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if (currentBearing.isNaN()) currentBearing = bearing
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val v = actorValue.getAsDouble(AVKey.SPEED)!!
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hitbox.translate(v * cos(bearing), v * sin(bearing))
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currentBearing = interpolateLinear(1.0 / 32.0, currentBearing, targetBearing)
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hitbox.translate(v * cos(currentBearing), v * sin(currentBearing))
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}
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override fun moveTo(toX: Double, toY: Double) {
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