Add free-movement to camera in editor scene
parent
5d8385f9ff
commit
90bbad09ae
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@ -10,49 +10,62 @@ void camera_update_system(Scene_t* scene)
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const int height =data->game_rec.height;
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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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data->camera.cam.offset = (Vector2){ width/2.0f, height/2.0f };
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Vector2 target_vel = {0};
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if (data->camera.mode == CAMERA_FOLLOW_PLAYER)
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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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{
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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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Vector2 target_vel = {0};
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data->camera.target_pos.x = p_player->position.x;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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target_vel = p_ctransform->velocity;
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{
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CMovementState_t* p_movement = get_component(p_player, CMOVEMENTSTATE_T);
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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_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_player->position.x;
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data->camera.target_pos.x += (p_movement->x_dir == 1) ? width/6: -width/6;
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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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if (p_movement->ground_state == 0b01
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|| (p_movement->water_state & 1)
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|| (p_movement->water_state & 1)
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|| (p_pstate->ladder_state & 1)
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|| (p_pstate->ladder_state & 1)
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)
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)
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{
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{
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data->camera.base_y = p_player->position.y;
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data->camera.base_y = p_player->position.y;
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}
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}
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if (p_player->position.y >= data->camera.base_y)
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if (p_player->position.y >= data->camera.base_y)
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{
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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_player->position.y;
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data->camera.target_pos.y += p_ctransform->velocity.y * 0.2;
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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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}
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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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}
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else
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{
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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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// break;
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//}
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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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// Bound camera within level limits
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Vector2 max = GetWorldToScreen2D(
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Vector2 max = GetWorldToScreen2D(
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(Vector2){
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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.width * data->tilemap.tile_size, data->game_rec.width),
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@ -61,18 +74,29 @@ void camera_update_system(Scene_t* scene)
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data->camera.cam
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data->camera.cam
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);
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);
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Vector2 min = GetWorldToScreen2D((Vector2){0, 0}, data->camera.cam);
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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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if (max.x < width)
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{
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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.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.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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data->camera.current_vel.x = 0;
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}
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}
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if (min.x > 0)
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if (min.x > 0)
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{
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{
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data->camera.cam.offset.x = (width >> 1) - min.x;
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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.cam.target.x = (width >> 1);
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data->camera.current_vel.x = 0;
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data->camera.current_vel.x = 0;
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}
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}
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if (max.y < height)
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{
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//data->camera.cam.offset.y = height - (max.y - height/2.0f);
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data->camera.cam.target.y = fmax(data->tilemap.height * data->tilemap.tile_size, data->game_rec.height) - (height >> 1);
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data->camera.current_vel.y = 0;
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}
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if (min.y > 0)
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{
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//data->camera.cam.offset.y = (height >> 1) - min.y;
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data->camera.cam.target.y = (height >> 1);
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data->camera.current_vel.y = 0;
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}
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}
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}
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@ -842,15 +842,19 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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{
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case ACTION_UP:
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case ACTION_UP:
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p_playerstate->player_dir.y = (pressed)? -1 : 0;
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p_playerstate->player_dir.y = (pressed)? -1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.y -= 20;
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break;
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break;
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case ACTION_DOWN:
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case ACTION_DOWN:
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p_playerstate->player_dir.y = (pressed)? 1 : 0;
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p_playerstate->player_dir.y = (pressed)? 1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.y += 20;
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break;
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break;
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case ACTION_LEFT:
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case ACTION_LEFT:
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p_playerstate->player_dir.x = (pressed)? -1 : 0;
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p_playerstate->player_dir.x = (pressed)? -1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.x -= 20;
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break;
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break;
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case ACTION_RIGHT:
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case ACTION_RIGHT:
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p_playerstate->player_dir.x = (pressed)? 1 : 0;
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p_playerstate->player_dir.x = (pressed)? 1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.x += 20;
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break;
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break;
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case ACTION_JUMP:
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case ACTION_JUMP:
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p_playerstate->jump_pressed = pressed;
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p_playerstate->jump_pressed = pressed;
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@ -1034,6 +1038,7 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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break;
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break;
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case ACTION_LOOKAHEAD:
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case ACTION_LOOKAHEAD:
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p_playerstate->locked = pressed;
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p_playerstate->locked = pressed;
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data->camera.mode = pressed ? CAMERA_RANGED_MOVEMENT : CAMERA_FOLLOW_PLAYER;
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default:
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default:
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break;
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break;
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}
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}
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@ -27,8 +27,14 @@ typedef struct CoinCounter
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uint16_t total;
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uint16_t total;
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}CoinCounter_t;
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}CoinCounter_t;
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typedef enum CameraMode {
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CAMERA_FOLLOW_PLAYER = 0,
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CAMERA_RANGED_MOVEMENT,
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} CameraMode_t;
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typedef struct LevelCamera {
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typedef struct LevelCamera {
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Camera2D cam;
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Camera2D cam;
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CameraMode_t mode;
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Vector2 target_pos;
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Vector2 target_pos;
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float base_y;
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float base_y;
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//Vector2 prev_pos;
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//Vector2 prev_pos;
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@ -36,6 +42,7 @@ typedef struct LevelCamera {
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float mass;
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float mass;
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float c; // damping factor
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float c; // damping factor
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float k; // spring constant
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float k; // spring constant
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float range_limit;
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}LevelCamera_t;
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}LevelCamera_t;
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typedef struct LevelSceneData {
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typedef struct LevelSceneData {
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@ -12,6 +12,7 @@ void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* t
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data->camera.mass = 0.2f;
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data->camera.mass = 0.2f;
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data->camera.k = 6.2f;
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data->camera.k = 6.2f;
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data->camera.c = 2.2f;
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data->camera.c = 2.2f;
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data->camera.range_limit = 200.0f;
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data->tilemap.max_tiles = max_tiles;
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data->tilemap.max_tiles = max_tiles;
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if (tiles != NULL)
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if (tiles != NULL)
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