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