Clamp target position and revert to old behaviour

Need to figure out the y direction update. Should not be
the same way as x
scene_man
En Yi 2023-10-03 23:53:53 +08:00
parent d1d8033b77
commit b56e0e7f10
1 changed files with 57 additions and 9 deletions

View File

@ -1801,18 +1801,45 @@ 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 };
Vector2 target_pos = {0}; Vector2 target_pos = {0, data->camera.cam.target.y};
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)
{ {
CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T); CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
target_pos = p_ctransform->position; target_pos.x = p_ctransform->position.x;
target_vel = p_ctransform->velocity; target_vel = p_ctransform->velocity;
CMovementState_t* p_movement = get_component(p_player, CMOVEMENTSTATE_T); CMovementState_t* p_movement = get_component(p_player, CMOVEMENTSTATE_T);
target_pos.x += (p_movement->x_dir == 1) ? width/6: -width/6; target_pos.x += (p_movement->x_dir == 1) ? width/6: -width/6;
//target_pos.y -= height / 8;
//target_pos.y += p_ctransform->velocity.y * 0.08; //target_pos.y += p_ctransform->velocity.y * 0.08;
//else if (p_ctransform->velocity.y > 0)
{
//target_pos.y = p_ctransform->position.y;
target_pos.y = p_ctransform->position.y + Clamp(p_ctransform->velocity.y * 0.1, -height/6, height /6);
}
if (p_movement->ground_state & 1)
{
target_pos.y -= height / 8;
}
} }
//target_pos.x = Clamp(target_pos.x, 0,
// fmax(data->tilemap.width * TILE_SIZE, data->game_rec.width));
// Mass-Spring damper update in x direction
//float x = 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 = DELTA_T;
//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 = target_pos.y - data->camera.cam.target.y;
//data->camera.cam.target.y += dy * (dy < 0 ? 0.01 : 0.2);
// Mass-Spring damper update // Mass-Spring damper update
Vector2 x = Vector2Subtract(target_pos, data->camera.cam.target); Vector2 x = Vector2Subtract(target_pos, data->camera.cam.target);
@ -1835,9 +1862,9 @@ void camera_update_system(Scene_t* scene)
Vector2Scale(a_dt, dt*0.5f) Vector2Scale(a_dt, dt*0.5f)
) )
); );
data->camera.cam.target.y = target_pos.y;
data->camera.current_vel = Vector2Add(data->camera.current_vel, a_dt); data->camera.current_vel = Vector2Add(data->camera.current_vel, a_dt);
Vector2 max = GetWorldToScreen2D( Vector2 max = GetWorldToScreen2D(
(Vector2){ (Vector2){
fmax(data->tilemap.width * TILE_SIZE, data->game_rec.width), fmax(data->tilemap.width * TILE_SIZE, data->game_rec.width),
@ -1845,12 +1872,33 @@ 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) data->camera.cam.offset.x = width - (max.x - width/2.0f); if (max.x < width)
//if (max.y < height) data->camera.cam.offset.y = height - (max.y - height/2.0f); {
//if (min.x > 0) data->camera.cam.offset.x = width/2.0f - min.x; data->camera.cam.offset.x = width - (max.x - width/2.0f);
//if (min.y > 0) data->camera.cam.offset.y = height/2.0f - min.y; 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;
}
if (max.y < height)
{
data->camera.cam.offset.y = height - (max.y - height/2.0f);
data->camera.cam.target.y = fmax(data->tilemap.height * TILE_SIZE, data->game_rec.height) - height / 2;
data->camera.current_vel.y = 0;
}
if (min.y > 0)
{
data->camera.cam.offset.y = height/2.0f - min.y;
data->camera.cam.target.y = height / 2;
data->camera.current_vel.y = 0;
}
} }
void level_end_detection_system(Scene_t* scene) void level_end_detection_system(Scene_t* scene)