Finish initial camera behaviour
x follows a mass-spring-damper system y is simple lerp. Doesnt follow player when jumpingscene_man
parent
b56e0e7f10
commit
ae730ce029
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@ -1801,69 +1801,47 @@ 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_pos = {0, data->camera.cam.target.y};
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Vector2 target_vel = {0};
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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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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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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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target_pos.x = p_ctransform->position.x;
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data->camera.target_pos.x = p_ctransform->position.x;
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target_vel = p_ctransform->velocity;
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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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CMovementState_t* p_movement = get_component(p_player, CMOVEMENTSTATE_T);
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target_pos.x += (p_movement->x_dir == 1) ? width/6: -width/6;
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CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
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//target_pos.y += p_ctransform->velocity.y * 0.08;
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data->camera.target_pos.x += (p_movement->x_dir == 1) ? width/6: -width/6;
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//else if (p_ctransform->velocity.y > 0)
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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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{
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//target_pos.y = p_ctransform->position.y;
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data->camera.base_y = p_ctransform->position.y;
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target_pos.y = p_ctransform->position.y + Clamp(p_ctransform->velocity.y * 0.1, -height/6, height /6);
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}
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}
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if (p_ctransform->position.y >= data->camera.base_y)
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if (p_movement->ground_state & 1)
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{
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{
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target_pos.y -= height / 8;
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data->camera.target_pos.y = p_ctransform->position.y;
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}
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}
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}
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}
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//target_pos.x = Clamp(target_pos.x, 0,
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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));
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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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// Mass-Spring damper update in x direction
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//float x = target_pos.x - data->camera.cam.target.x;
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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 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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float F = data->camera.k * x - data->camera.c * v;
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//// Kinematics update
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//const float dt = DELTA_T;
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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 = target_pos.y - data->camera.cam.target.y;
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//data->camera.cam.target.y += dy * (dy < 0 ? 0.01 : 0.2);
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// Mass-Spring damper update
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Vector2 x = Vector2Subtract(target_pos, data->camera.cam.target);
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Vector2 v = Vector2Subtract(data->camera.current_vel, target_vel);
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//Vector2 v = data->camera.current_vel;
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Vector2 F =
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Vector2Subtract(
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Vector2Scale(x, data->camera.k),
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Vector2Scale(v, data->camera.c)
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);
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// Kinematics update
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// Kinematics update
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const float dt = DELTA_T;
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const float dt = DELTA_T;
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Vector2 a_dt = Vector2Scale(F, dt/data->camera.mass);
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float a_dt = F * dt / data->camera.mass;
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data->camera.cam.target =
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data->camera.cam.target.x += (data->camera.current_vel.x + a_dt * 0.5) * dt;
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Vector2Add(
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data->camera.cam.target,
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Vector2Add(
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Vector2Scale(data->camera.current_vel, dt),
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Vector2Scale(a_dt, dt*0.5f)
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)
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);
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data->camera.current_vel = Vector2Add(data->camera.current_vel, a_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 * 0.1;
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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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@ -1887,18 +1865,6 @@ void camera_update_system(Scene_t* scene)
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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 * TILE_SIZE, data->game_rec.height) - height / 2;
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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/2.0f - min.y;
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data->camera.cam.target.y = height / 2;
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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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void level_end_detection_system(Scene_t* scene)
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void level_end_detection_system(Scene_t* scene)
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@ -30,6 +30,7 @@ typedef struct CoinCounter
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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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Vector2 target_pos;
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Vector2 target_pos;
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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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Vector2 current_vel;
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Vector2 current_vel;
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float mass;
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float mass;
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