mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-09 13:21:51 +09:00
smoothcam that's only noticeable when the character climbs up the stairs
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@@ -9,6 +9,7 @@ import net.torvald.terrarum.ceilInt
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import net.torvald.terrarum.floorInt
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import net.torvald.terrarum.gameactors.ActorWithBody
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import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.gameworld.fmod
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import org.dyn4j.geometry.Vector2
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/**
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@@ -61,6 +62,9 @@ object WorldCamera {
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private val nullVec = Vector2(0.0, 0.0)
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private var worldWidth = 0
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private var worldHeight = 0
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fun update(world: GameWorld, player: ActorWithBody?) {
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if (player == null) return
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@@ -68,12 +72,14 @@ object WorldCamera {
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height = App.scr.height//FastMath.ceil(AppLoader.terrarumAppConfig.screenH / zoom)
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zoom = Terrarum.ingame?.screenZoom ?: 1f
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zoomSamplePoint = (1f - 1f / zoom) / 2f // will never quite exceed 0.5
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worldWidth = world.width * TILE_SIZE
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worldHeight = world.height * TILE_SIZE
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// TOP-LEFT position of camera border
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// some hacky equation to position player at the dead centre
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// implementing the "lag behind" camera the right way
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val pVecSum = if (player is ActorWithBody)
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/*val pVecSum = if (player is ActorWithBody)
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player.externalV + (player.controllerV ?: nullVec)
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else
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nullVec
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@@ -85,6 +91,19 @@ object WorldCamera {
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(player.hitbox.centeredY - pVecSum.y).toFloat() - height / 2,
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TILE_SIZEF,
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world.height * TILE_SIZE - height - TILE_SIZEF
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)).floorInt().clampCameraY(world)*/
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val oldX = x.toFloat()
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val newX1 = (player.hitbox.centeredX).toFloat() - (width / 2)
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val newX2 = newX1 + worldWidth
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val newX = if (Math.abs(newX1 - oldX) < Math.abs(newX2 - oldX)) newX1 else newX2
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x = FastMath.interpolateLinear(0.49f, oldX, newX).floorInt() fmod worldWidth
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y = FastMath.interpolateLinear(0.49f, y.toFloat(), FastMath.clamp(
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(player.hitbox.centeredY).toFloat() - (height / 2),
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TILE_SIZEF,
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worldHeight - height - TILE_SIZEF
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)).floorInt().clampCameraY(world)
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xEnd = x + width
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@@ -94,8 +113,17 @@ object WorldCamera {
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private fun Int.clampCameraY(world: GameWorld): Int {
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return if (this < 0)
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0
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else if (this > world.height.times(TILE_SIZE) - App.scr.height)
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world.height.times(TILE_SIZE) - App.scr.height
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else if (this > worldHeight - App.scr.height)
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worldHeight - App.scr.height
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else
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this
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}
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private fun Float.clampCameraY(world: GameWorld): Float {
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return if (this < 0f)
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0f
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else if (this > worldHeight - App.scr.height)
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(worldHeight - App.scr.height).toFloat()
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else
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this
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}
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