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

@ -10,6 +10,8 @@ void camera_update_system(Scene_t* scene)
const int height =data->game_rec.height; const int height =data->game_rec.height;
data->camera.cam.offset = (Vector2){ width/2.0f, height/2.0f }; data->camera.cam.offset = (Vector2){ width/2.0f, height/2.0f };
if (data->camera.mode == CAMERA_FOLLOW_PLAYER)
{
Vector2 target_vel = {0}; Vector2 target_vel = {0};
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player) sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
{ {
@ -53,6 +55,17 @@ void camera_update_system(Scene_t* scene)
float dy = (data->camera.target_pos.y - data->camera.cam.target.y); float dy = (data->camera.target_pos.y - data->camera.cam.target.y);
data->camera.cam.target.y += dy * 0.1f; data->camera.cam.target.y += dy * 0.1f;
}
else
{
//sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
//{
// break;
//}
}
// Bound camera within level limits
Vector2 max = GetWorldToScreen2D( Vector2 max = GetWorldToScreen2D(
(Vector2){ (Vector2){
fmax(data->tilemap.width * data->tilemap.tile_size, data->game_rec.width), 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 data->camera.cam
); );
Vector2 min = GetWorldToScreen2D((Vector2){0, 0}, data->camera.cam); Vector2 min = GetWorldToScreen2D((Vector2){0, 0}, data->camera.cam);
if (max.x < width) 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.cam.target.x = fmax(data->tilemap.width * data->tilemap.tile_size, data->game_rec.width) - (width >> 1);
data->camera.current_vel.x = 0; data->camera.current_vel.x = 0;
} }
if (min.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.cam.target.x = (width >> 1);
data->camera.current_vel.x = 0; 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: case ACTION_UP:
p_playerstate->player_dir.y = (pressed)? -1 : 0; p_playerstate->player_dir.y = (pressed)? -1 : 0;
if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.y -= 20;
break; break;
case ACTION_DOWN: case ACTION_DOWN:
p_playerstate->player_dir.y = (pressed)? 1 : 0; p_playerstate->player_dir.y = (pressed)? 1 : 0;
if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.y += 20;
break; break;
case ACTION_LEFT: case ACTION_LEFT:
p_playerstate->player_dir.x = (pressed)? -1 : 0; p_playerstate->player_dir.x = (pressed)? -1 : 0;
if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.x -= 20;
break; break;
case ACTION_RIGHT: case ACTION_RIGHT:
p_playerstate->player_dir.x = (pressed)? 1 : 0; p_playerstate->player_dir.x = (pressed)? 1 : 0;
if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.x += 20;
break; break;
case ACTION_JUMP: case ACTION_JUMP:
p_playerstate->jump_pressed = pressed; p_playerstate->jump_pressed = pressed;
@ -1034,6 +1038,7 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
break; break;
case ACTION_LOOKAHEAD: case ACTION_LOOKAHEAD:
p_playerstate->locked = pressed; p_playerstate->locked = pressed;
data->camera.mode = pressed ? CAMERA_RANGED_MOVEMENT : CAMERA_FOLLOW_PLAYER;
default: default:
break; break;
} }

View File

@ -27,8 +27,14 @@ typedef struct CoinCounter
uint16_t total; uint16_t total;
}CoinCounter_t; }CoinCounter_t;
typedef enum CameraMode {
CAMERA_FOLLOW_PLAYER = 0,
CAMERA_RANGED_MOVEMENT,
} CameraMode_t;
typedef struct LevelCamera { typedef struct LevelCamera {
Camera2D cam; Camera2D cam;
CameraMode_t mode;
Vector2 target_pos; Vector2 target_pos;
float base_y; float base_y;
//Vector2 prev_pos; //Vector2 prev_pos;
@ -36,6 +42,7 @@ typedef struct LevelCamera {
float mass; float mass;
float c; // damping factor float c; // damping factor
float k; // spring constant float k; // spring constant
float range_limit;
}LevelCamera_t; }LevelCamera_t;
typedef struct LevelSceneData { 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.mass = 0.2f;
data->camera.k = 6.2f; data->camera.k = 6.2f;
data->camera.c = 2.2f; data->camera.c = 2.2f;
data->camera.range_limit = 200.0f;
data->tilemap.max_tiles = max_tiles; data->tilemap.max_tiles = max_tiles;
if (tiles != NULL) if (tiles != NULL)