Can now pan and move the camera to focus on bosses, player, and their actions.

This commit is contained in:
Zed A. Shaw 2026-01-02 10:57:44 -05:00
parent 51bb74e2d7
commit 22db12f5e4
6 changed files with 38 additions and 28 deletions

View file

@ -110,8 +110,10 @@ namespace boss {
if(amount > 0) { if(amount > 0) {
$arena.attach_text(target, fmt::format("{}", amount)); $arena.attach_text(target, fmt::format("{}", amount));
$arena.apply_effect(actor, "flame"); $arena.apply_effect(actor, "flame");
fmt::println("CAMERA zooming by 0.7 to {}", target);
$arena.zoom(target, 0.8f); // USING SCALE
float scale = 0.8f;
$arena.zoom(target, scale);
} else { } else {
$arena.attach_text(actor, "MISSED"); $arena.attach_text(actor, "MISSED");
} }

View file

@ -29,9 +29,13 @@ namespace cinematic {
} }
Camera::Camera(sf::Vector2f size) : Camera::Camera(sf::Vector2f size) :
anim(MGR.animations.at("shake")), anim(MGR.animations.at("dolly")),
size(size),
base_size(size), base_size(size),
size(size) aimed_at{size.x/2, size.y/2},
going_to{size.x/2, size.y/2},
camera_bounds{{0,0}, size},
view{aimed_at, size}
{ {
} }
@ -42,10 +46,6 @@ namespace cinematic {
{size.x / 2.0f, size.y / 2.0f}, {size.x / 2.0f, size.y / 2.0f},
{base_size.x - size.x / 2.0f, base_size.y - size.y / 2.0f} {base_size.x - size.x / 2.0f, base_size.y - size.y / 2.0f}
}; };
fmt::println("!!!!! CAMERA BOUNDS camera_bounds={},{},{},{}",
camera_bounds.position.x, camera_bounds.position.y,
camera_bounds.size.x, camera_bounds.size.y);
} }
void Camera::scale(float ratio) { void Camera::scale(float ratio) {
@ -69,22 +69,12 @@ namespace cinematic {
void Camera::position(float x, float y) { void Camera::position(float x, float y) {
aimed_at.x = clamp(x, camera_bounds.position.x, camera_bounds.size.x); aimed_at.x = clamp(x, camera_bounds.position.x, camera_bounds.size.x);
aimed_at.y = clamp(y, camera_bounds.position.y, camera_bounds.size.y); aimed_at.y = clamp(y, camera_bounds.position.y, camera_bounds.size.y);
fmt::println("!!! CAMERA POSITION aimed_at={},{}; x/y={},{}; camera_bounds={},{},{},{}",
aimed_at.x, aimed_at.y, x, y,
camera_bounds.position.x, camera_bounds.position.y,
camera_bounds.size.x, camera_bounds.size.y);
} }
void Camera::move(float x, float y) { void Camera::move(float x, float y) {
going_to.x = clamp(x, camera_bounds.position.x, camera_bounds.size.x); going_to.x = clamp(x, camera_bounds.position.x, camera_bounds.size.x);
going_to.y = clamp(y, camera_bounds.position.y, camera_bounds.size.y); going_to.y = clamp(y, camera_bounds.position.y, camera_bounds.size.y);
fmt::println("!!!! CAMERA MOVE going_to={},{}; x/y={},{}; camera_bounds={},{},{},{}",
going_to.x, going_to.y, x, y,
camera_bounds.position.x, camera_bounds.position.y,
camera_bounds.size.x, camera_bounds.size.y);
// BUG: annoying special case // BUG: annoying special case
if(anim.motion == ease::SLIDE) { if(anim.motion == ease::SLIDE) {
anim.min_x = aimed_at.x; anim.min_x = aimed_at.x;

View file

@ -5,12 +5,12 @@
namespace cinematic { namespace cinematic {
struct Camera { struct Camera {
components::Animation anim; components::Animation anim;
sf::View view;
sf::Vector2f base_size{SCREEN_WIDTH, SCREEN_HEIGHT};
sf::Vector2f size{SCREEN_WIDTH, SCREEN_HEIGHT}; sf::Vector2f size{SCREEN_WIDTH, SCREEN_HEIGHT};
sf::FloatRect camera_bounds{{0,0},{SCREEN_WIDTH, SCREEN_HEIGHT}}; sf::Vector2f base_size{SCREEN_WIDTH, SCREEN_HEIGHT};
sf::Vector2f aimed_at{0,0}; sf::Vector2f aimed_at{0,0};
sf::Vector2f going_to{0,0}; sf::Vector2f going_to{0,0};
sf::FloatRect camera_bounds{{0,0},{SCREEN_WIDTH, SCREEN_HEIGHT}};
sf::View view;
Camera(sf::Vector2f base_size); Camera(sf::Vector2f base_size);

View file

@ -36,8 +36,6 @@ namespace scene {
Engine::Engine(components::AnimatedScene& scene) : Engine::Engine(components::AnimatedScene& scene) :
$scene(scene) $scene(scene)
{ {
$camera.style("dolly");
for(auto& config : $scene.actors) { for(auto& config : $scene.actors) {
auto element = config_scene_element(config, false, false); auto element = config_scene_element(config, false, false);
dbc::check(!$actor_name_ids.contains(element.name), dbc::check(!$actor_name_ids.contains(element.name),
@ -167,16 +165,35 @@ namespace scene {
$camera.play(); $camera.play();
} }
std::pair<Element&, Element&> Engine::left_right(const std::string &actor, const std::string &target) {
auto& first = actor_config(actor);
auto& second = actor_config(target);
if(first.pos.x < second.pos.x) {
// first is left
return {first, second};
} else if(first.pos.x == second.pos.x) {
auto fb = first.st.sprite->getGlobalBounds();
auto sb = second.st.sprite->getGlobalBounds();
// use the widest one as right
if(fb.size.x >= sb.size.x) {
return {first, second};
} else {
return {second, first};
}
} else {
// second is left
return {second, first};
}
}
void Engine::zoom(const std::string &actor, float scale) { void Engine::zoom(const std::string &actor, float scale) {
auto& config = actor_config(actor); auto& config = actor_config(actor);
auto bounds = config.st.sprite->getGlobalBounds(); auto bounds = config.st.sprite->getGlobalBounds();
float mid_x = config.pos.x + bounds.size.x / 2.0f; float mid_x = config.pos.x + bounds.size.x / 2.0f;
float mid_y = config.pos.y + bounds.size.y / 2.0f; float mid_y = config.pos.y + bounds.size.y / 2.0f;
fmt::println("CAMERA in scene::Engine I'm zooming {} by {} @ {},{} size {},{}; going_to mid={},{}",
actor, scale, config.pos.x, config.pos.y,
bounds.size.x, bounds.size.y, mid_x, mid_y);
zoom(mid_x, mid_y, scale); zoom(mid_x, mid_y, scale);
} }

View file

@ -54,5 +54,6 @@ namespace scene {
void zoom(const std::string& actor, float scale=0.9f); void zoom(const std::string& actor, float scale=0.9f);
void zoom(float mid_x, float mid_y, float scale); void zoom(float mid_x, float mid_y, float scale);
void reset(sf::RenderTexture& view); void reset(sf::RenderTexture& view);
std::pair<Element&, Element&> left_right(const std::string &actor, const std::string &target);
}; };
} }