Add free-movement to camera in editor scene

main
En Yi 2024-08-17 14:49:51 +08:00
parent 5d8385f9ff
commit 90bbad09ae
4 changed files with 78 additions and 41 deletions

View File

@ -10,49 +10,62 @@ void camera_update_system(Scene_t* scene)
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)
if (data->camera.mode == CAMERA_FOLLOW_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;
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;
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;
}
else
{
//sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
//{
// break;
//}
}
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;
// Bound camera within level limits
Vector2 max = GetWorldToScreen2D(
(Vector2){
fmax(data->tilemap.width * data->tilemap.tile_size, data->game_rec.width),
@ -61,18 +74,29 @@ void camera_update_system(Scene_t* scene)
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.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.offset.x = (width >> 1) - min.x;
data->camera.cam.target.x = (width >> 1);
data->camera.current_vel.x = 0;
}
if (max.y < height)
{
//data->camera.cam.offset.y = height - (max.y - height/2.0f);
data->camera.cam.target.y = fmax(data->tilemap.height * data->tilemap.tile_size, data->game_rec.height) - (height >> 1);
data->camera.current_vel.y = 0;
}
if (min.y > 0)
{
//data->camera.cam.offset.y = (height >> 1) - min.y;
data->camera.cam.target.y = (height >> 1);
data->camera.current_vel.y = 0;
}
}

View File

@ -842,15 +842,19 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
{
case ACTION_UP:
p_playerstate->player_dir.y = (pressed)? -1 : 0;
if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.y -= 20;
break;
case ACTION_DOWN:
p_playerstate->player_dir.y = (pressed)? 1 : 0;
if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.y += 20;
break;
case ACTION_LEFT:
p_playerstate->player_dir.x = (pressed)? -1 : 0;
if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.x -= 20;
break;
case ACTION_RIGHT:
p_playerstate->player_dir.x = (pressed)? 1 : 0;
if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.x += 20;
break;
case ACTION_JUMP:
p_playerstate->jump_pressed = pressed;
@ -1034,6 +1038,7 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
break;
case ACTION_LOOKAHEAD:
p_playerstate->locked = pressed;
data->camera.mode = pressed ? CAMERA_RANGED_MOVEMENT : CAMERA_FOLLOW_PLAYER;
default:
break;
}

View File

@ -27,8 +27,14 @@ typedef struct CoinCounter
uint16_t total;
}CoinCounter_t;
typedef enum CameraMode {
CAMERA_FOLLOW_PLAYER = 0,
CAMERA_RANGED_MOVEMENT,
} CameraMode_t;
typedef struct LevelCamera {
Camera2D cam;
CameraMode_t mode;
Vector2 target_pos;
float base_y;
//Vector2 prev_pos;
@ -36,6 +42,7 @@ typedef struct LevelCamera {
float mass;
float c; // damping factor
float k; // spring constant
float range_limit;
}LevelCamera_t;
typedef struct LevelSceneData {

View File

@ -12,6 +12,7 @@ void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* t
data->camera.mass = 0.2f;
data->camera.k = 6.2f;
data->camera.c = 2.2f;
data->camera.range_limit = 200.0f;
data->tilemap.max_tiles = max_tiles;
if (tiles != NULL)