storyboard::UI now adapts the camera to fit the story beats, but really story should do that.

This commit is contained in:
Zed A. Shaw 2026-02-22 12:14:42 -05:00
parent d56b4bd335
commit 024d0cfae7
9 changed files with 123 additions and 19 deletions

View file

@ -8,7 +8,7 @@
"sequences": {
"idle": {"frames": [0], "durations": [47] },
"hurt": {"frames": [0, 1], "durations": [5, 57] },
"attack": {"frames": [0, 1, 0, 1], "durations": [35, 15, 5, 50] }
"attack": {"frames": [0, 1], "durations": [30, 15] }
},
"transforms": {
"rushing": {
@ -58,7 +58,7 @@
},
"sounds": {
"idle": [],
"attack": [[0, "Sword_Hit_1"], [1, "Marmot_Scream_1"]],
"attack": [[0, "Sword_Hit_1"], [1, "Sword_Hit_1"]],
"hurt": [[1, "Marmot_Scream_1"]]
}
},

View file

@ -1,5 +1,5 @@
{
"cameras": {
"scene": {
"sheet": {
"frames": 1,
"frame_width": 1024,
@ -80,5 +80,84 @@
"shake": [],
"bounce": []
}
},
"story": {
"sheet": {
"frames": 1,
"frame_width": 1024,
"frame_height": 768
},
"sequences": {},
"transforms": {
"pan": {
"min_x": 0.0,
"min_y": 0.0,
"max_x": 0.0,
"max_y": 0.0,
"flipped": false,
"scaled": false,
"toggled": false,
"looped": false,
"easing": "linear",
"relative": false,
"motion": "move_slide"
},
"shake": {
"min_x": -10.0,
"min_y": -10.0,
"max_x": 10.0,
"max_y": 10.0,
"flipped": false,
"scaled": false,
"toggled": false,
"looped": false,
"relative": true,
"easing": "normal_dist",
"motion": "move_shake"
},
"dolly": {
"min_x": 0.8,
"min_y": 0.8,
"max_x": 1.0,
"max_y": 1.0,
"flipped": false,
"scaled": false,
"toggled": false,
"looped": false,
"easing": "sine",
"relative": true,
"motion": "move_rush"
},
"bounce": {
"min_x": 0,
"min_y": -20,
"max_x": 0,
"max_y": 0,
"flipped": false,
"scaled": false,
"toggled": false,
"looped": false,
"relative": true,
"easing": "in_out_back",
"motion": "move_bounce"
},
"pause": {
"min_x": 0,
"min_y": 0,
"max_x": 0,
"max_y": 0,
"flipped": false,
"scaled": false,
"toggled": false,
"looped": false,
"relative": false,
"easing": "none",
"motion": "move_none"
}
},
"forms": {},
"sounds": {
"idle": []
}
}
}

View file

@ -10,8 +10,8 @@
],
"beats": [
["00:00", "a","pan"],
["00:01", "a","pan"],
["00:02", "b","pan"],
["00:01", "a","shake"],
["00:02", "a","pause"],
["00:03", "g","pan"],
["00:04", "h","pan"],
["00:05", "h","bounce"],

View file

@ -17,15 +17,20 @@ namespace cinematic {
void init() {
if(!initialized) {
// BUG: it should be that you give a camera to load by name, not just one for all cameras
auto data = settings::get("cameras");
auto anim = components::convert<Animate2>(data["cameras"]);
MGR.animations.try_emplace("main", anim);
for(auto [key, value] : data.json().items()) {
auto anim = components::convert<Animate2>(value);
MGR.animations.try_emplace(key, anim);
}
initialized = true;
}
}
Camera::Camera(sf::Vector2f size) :
anim(MGR.animations.at("main")),
Camera::Camera(sf::Vector2f size, const std::string &name) :
anim(MGR.animations.at(name)),
size(size),
base_size(size),
aimed_at{size.x/2, size.y/2},
@ -33,6 +38,8 @@ namespace cinematic {
camera_bounds{{0,0}, size},
view{aimed_at, size}
{
anim.sheet.frame_width = base_size.x;
anim.sheet.frame_height = base_size.y;
}
void Camera::update_camera_bounds(sf::Vector2f size) {

View file

@ -13,7 +13,7 @@ namespace cinematic {
sf::FloatRect camera_bounds{{0,0},{SCREEN_WIDTH, SCREEN_HEIGHT}};
sf::View view;
Camera(sf::Vector2f base_size);
Camera(sf::Vector2f size, const std::string &name);
void resize(float width);
void scale(float ratio);

View file

@ -13,6 +13,7 @@
#include "easings.hpp"
#include "json_mods.hpp"
#include "goap.hpp"
#include <array>
namespace combat {
enum class BattleHostState;
@ -106,7 +107,7 @@ namespace components {
std::string image;
std::string audio;
std::vector<std::string> layout;
json beats;
std::vector<std::array<std::string, 3>> beats;
};
struct Combat {

View file

@ -35,7 +35,7 @@ namespace scene {
std::unordered_map<std::string, int> $actor_name_ids;
std::vector<Element> $fixtures;
std::vector<Element> $actors;
cinematic::Camera $camera{{BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT}};
cinematic::Camera $camera{{BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT}, "scene"};
Engine(components::AnimatedScene& scene);

View file

@ -17,6 +17,20 @@ namespace storyboard {
auto config = settings::get("stories");
$story = components::convert<components::Storyboard>(config[story_name]);
$audio = sound::get_sound_pair($story.audio).sound;
config_camera($camera);
}
void UI::config_camera(cinematic::Camera &camera) {
camera.anim.sequences.clear();
camera.anim.forms.clear();
for(auto& [timecode, cell, transform] : $story.beats) {
animate2::Sequence seq{.frames={0}, .durations={60}};
camera.anim.sequences.try_emplace(timecode, seq);
animate2::Form form{timecode, transform};
camera.anim.forms.try_emplace(timecode, form);
}
}
void UI::init() {
@ -66,20 +80,22 @@ namespace storyboard {
}
void UI::track_audio() {
auto& beat = $story.beats[cur_beat % $story.beats.size()];
auto& [timecode, cell_name, form] = $story.beats[cur_beat % $story.beats.size()];
auto track_head = $audio->getPlayingOffset();
auto next_beat = parse_time_code(beat[0]);
auto next_beat = parse_time_code(timecode);
if(track_head >= next_beat) {
if($moving) return;
$moving = true; // prevent motion until next tick
// get the original zoom target as from
auto& cell = $ui.cell_for($zoom_target);
$camera.position(cell.mid_x, cell.mid_y);
auto& from_cell = $ui.cell_for($zoom_target);
$camera.position(from_cell.mid_x, from_cell.mid_y);
$zoom_target = cell_name;
$camera.style(timecode);
$zoom_target = beat[1];
$camera.style(beat[2]);
// get the new target from the cell names
zoom($zoom_target);
$camera.play();

View file

@ -11,7 +11,7 @@ namespace storyboard {
guecs::UI $ui;
sf::RenderTexture $view_texture;
sf::Sprite $view_sprite;
cinematic::Camera $camera{{SCREEN_WIDTH, SCREEN_HEIGHT}};
cinematic::Camera $camera{{SCREEN_WIDTH, SCREEN_HEIGHT}, "story"};
std::shared_ptr<sf::Sound> $audio;
std::string $zoom_target = "a";
bool $moving = false;
@ -29,6 +29,7 @@ namespace storyboard {
void reset();
void track_audio();
bool playing();
void config_camera(cinematic::Camera &camera);
};
}