Refactor camera update system
parent
9fdb8296ff
commit
5d8385f9ff
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@ -9,6 +9,7 @@ add_library(lib_scenes STATIC
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game_scene.c
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game_systems.c
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scene_systems.c
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camera_systems.c
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)
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target_include_directories(lib_scenes
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PUBLIC
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@ -0,0 +1,78 @@
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#include "game_systems.h"
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#include "ent_impl.h"
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#include "raymath.h"
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void camera_update_system(Scene_t* scene)
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{
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LevelSceneData_t* data = &CONTAINER_OF(scene, LevelScene_t, scene)->data;
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Entity_t* p_player;
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const int width = data->game_rec.width;
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const int height =data->game_rec.height;
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data->camera.cam.offset = (Vector2){ width/2.0f, height/2.0f };
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Vector2 target_vel = {0};
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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data->camera.target_pos.x = p_player->position.x;
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target_vel = p_ctransform->velocity;
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CMovementState_t* p_movement = get_component(p_player, CMOVEMENTSTATE_T);
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CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
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data->camera.target_pos.x += (p_movement->x_dir == 1) ? width/6: -width/6;
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if (p_movement->ground_state == 0b01
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|| (p_movement->water_state & 1)
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|| (p_pstate->ladder_state & 1)
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)
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{
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data->camera.base_y = p_player->position.y;
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}
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if (p_player->position.y >= data->camera.base_y)
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{
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data->camera.target_pos.y = p_player->position.y;
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data->camera.target_pos.y += p_ctransform->velocity.y * 0.2;
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}
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}
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data->camera.target_pos.x = Clamp(data->camera.target_pos.x, data->game_rec.width / 2,
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fmax(data->tilemap.width * data->tilemap.tile_size, data->game_rec.width) - data->game_rec.width / 2);
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data->camera.target_pos.y = Clamp(data->camera.target_pos.y, data->game_rec.height / 2,
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fmax(data->tilemap.height * data->tilemap.tile_size, data->game_rec.width) - data->game_rec.height / 2);
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// Mass-Spring damper update in x direction
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float x = data->camera.target_pos.x - data->camera.cam.target.x;
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float v = data->camera.current_vel.x - target_vel.x;
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float F = data->camera.k * x - data->camera.c * v;
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// Kinematics update
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const float dt = scene->delta_time;
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float a_dt = F * dt / data->camera.mass;
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data->camera.cam.target.x += (data->camera.current_vel.x + a_dt * 0.5) * dt;
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data->camera.current_vel.x += a_dt;
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// Simple lerp for y direction
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float dy = (data->camera.target_pos.y - data->camera.cam.target.y);
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data->camera.cam.target.y += dy * 0.1f;
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Vector2 max = GetWorldToScreen2D(
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(Vector2){
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fmax(data->tilemap.width * data->tilemap.tile_size, data->game_rec.width),
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fmax(data->tilemap.height * data->tilemap.tile_size, data->game_rec.height)
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},
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data->camera.cam
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);
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Vector2 min = GetWorldToScreen2D((Vector2){0, 0}, data->camera.cam);
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if (max.x < width)
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{
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data->camera.cam.offset.x = width - (max.x - width/2.0f);
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data->camera.cam.target.x = fmax(data->tilemap.width * data->tilemap.tile_size, data->game_rec.width) - (width >> 1);
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data->camera.current_vel.x = 0;
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}
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if (min.x > 0)
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{
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data->camera.cam.offset.x = (width >> 1) - min.x;
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data->camera.cam.target.x = (width >> 1);
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data->camera.current_vel.x = 0;
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}
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}
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@ -2007,81 +2007,6 @@ void sprite_animation_system(Scene_t* scene)
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}
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}
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void camera_update_system(Scene_t* scene)
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{
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LevelSceneData_t* data = &CONTAINER_OF(scene, LevelScene_t, scene)->data;
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Entity_t* p_player;
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const int width = data->game_rec.width;
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const int height =data->game_rec.height;
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data->camera.cam.offset = (Vector2){ width/2.0f, height/2.0f };
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Vector2 target_vel = {0};
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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data->camera.target_pos.x = p_player->position.x;
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target_vel = p_ctransform->velocity;
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CMovementState_t* p_movement = get_component(p_player, CMOVEMENTSTATE_T);
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CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
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data->camera.target_pos.x += (p_movement->x_dir == 1) ? width/6: -width/6;
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if (p_movement->ground_state == 0b01
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|| (p_movement->water_state & 1)
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|| (p_pstate->ladder_state & 1)
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)
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{
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data->camera.base_y = p_player->position.y;
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}
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if (p_player->position.y >= data->camera.base_y)
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{
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data->camera.target_pos.y = p_player->position.y;
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data->camera.target_pos.y += p_ctransform->velocity.y * 0.2;
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}
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}
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data->camera.target_pos.x = Clamp(data->camera.target_pos.x, data->game_rec.width / 2,
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fmax(data->tilemap.width * TILE_SIZE, data->game_rec.width) - data->game_rec.width / 2);
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data->camera.target_pos.y = Clamp(data->camera.target_pos.y, data->game_rec.height / 2,
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fmax(data->tilemap.height * TILE_SIZE, data->game_rec.width) - data->game_rec.height / 2);
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// Mass-Spring damper update in x direction
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float x = data->camera.target_pos.x - data->camera.cam.target.x;
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float v = data->camera.current_vel.x - target_vel.x;
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float F = data->camera.k * x - data->camera.c * v;
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// Kinematics update
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const float dt = scene->delta_time;
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float a_dt = F * dt / data->camera.mass;
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data->camera.cam.target.x += (data->camera.current_vel.x + a_dt * 0.5) * dt;
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data->camera.current_vel.x += a_dt;
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// Simple lerp for y direction
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float dy = (data->camera.target_pos.y - data->camera.cam.target.y);
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data->camera.cam.target.y += dy * 0.1f;
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Vector2 max = GetWorldToScreen2D(
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(Vector2){
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fmax(data->tilemap.width * TILE_SIZE, data->game_rec.width),
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fmax(data->tilemap.height * TILE_SIZE, data->game_rec.height)
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},
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data->camera.cam
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);
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Vector2 min = GetWorldToScreen2D((Vector2){0, 0}, data->camera.cam);
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if (max.x < width)
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{
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data->camera.cam.offset.x = width - (max.x - width/2.0f);
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data->camera.cam.target.x = fmax(data->tilemap.width * TILE_SIZE, data->game_rec.width) - width / 2;
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data->camera.current_vel.x = 0;
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}
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if (min.x > 0)
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{
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data->camera.cam.offset.x = width/2.0f - min.x;
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data->camera.cam.target.x = width / 2;
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data->camera.current_vel.x = 0;
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}
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}
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void level_end_detection_system(Scene_t* scene)
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{
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LevelScene_t* lvl_scene = CONTAINER_OF(scene, LevelScene_t, scene);
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