Can now pan and move the camera to focus on bosses, player, and their actions.
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parent
51bb74e2d7
commit
22db12f5e4
6 changed files with 38 additions and 28 deletions
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@ -110,8 +110,10 @@ namespace boss {
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if(amount > 0) {
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$arena.attach_text(target, fmt::format("{}", amount));
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$arena.apply_effect(actor, "flame");
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fmt::println("CAMERA zooming by 0.7 to {}", target);
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$arena.zoom(target, 0.8f);
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// USING SCALE
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float scale = 0.8f;
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$arena.zoom(target, scale);
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} else {
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$arena.attach_text(actor, "MISSED");
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}
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22
camera.cpp
22
camera.cpp
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@ -29,9 +29,13 @@ namespace cinematic {
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}
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Camera::Camera(sf::Vector2f size) :
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anim(MGR.animations.at("shake")),
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anim(MGR.animations.at("dolly")),
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size(size),
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base_size(size),
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size(size)
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aimed_at{size.x/2, size.y/2},
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going_to{size.x/2, size.y/2},
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camera_bounds{{0,0}, size},
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view{aimed_at, size}
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{
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}
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@ -42,10 +46,6 @@ namespace cinematic {
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{size.x / 2.0f, size.y / 2.0f},
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{base_size.x - size.x / 2.0f, base_size.y - size.y / 2.0f}
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};
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fmt::println("!!!!! CAMERA BOUNDS camera_bounds={},{},{},{}",
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camera_bounds.position.x, camera_bounds.position.y,
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camera_bounds.size.x, camera_bounds.size.y);
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}
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void Camera::scale(float ratio) {
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@ -69,22 +69,12 @@ namespace cinematic {
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void Camera::position(float x, float y) {
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aimed_at.x = clamp(x, camera_bounds.position.x, camera_bounds.size.x);
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aimed_at.y = clamp(y, camera_bounds.position.y, camera_bounds.size.y);
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fmt::println("!!! CAMERA POSITION aimed_at={},{}; x/y={},{}; camera_bounds={},{},{},{}",
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aimed_at.x, aimed_at.y, x, y,
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camera_bounds.position.x, camera_bounds.position.y,
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camera_bounds.size.x, camera_bounds.size.y);
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}
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void Camera::move(float x, float y) {
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going_to.x = clamp(x, camera_bounds.position.x, camera_bounds.size.x);
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going_to.y = clamp(y, camera_bounds.position.y, camera_bounds.size.y);
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fmt::println("!!!! CAMERA MOVE going_to={},{}; x/y={},{}; camera_bounds={},{},{},{}",
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going_to.x, going_to.y, x, y,
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camera_bounds.position.x, camera_bounds.position.y,
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camera_bounds.size.x, camera_bounds.size.y);
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// BUG: annoying special case
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if(anim.motion == ease::SLIDE) {
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anim.min_x = aimed_at.x;
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@ -5,12 +5,12 @@
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namespace cinematic {
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struct Camera {
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components::Animation anim;
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sf::View view;
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sf::Vector2f base_size{SCREEN_WIDTH, SCREEN_HEIGHT};
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sf::Vector2f size{SCREEN_WIDTH, SCREEN_HEIGHT};
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sf::FloatRect camera_bounds{{0,0},{SCREEN_WIDTH, SCREEN_HEIGHT}};
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sf::Vector2f base_size{SCREEN_WIDTH, SCREEN_HEIGHT};
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sf::Vector2f aimed_at{0,0};
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sf::Vector2f going_to{0,0};
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sf::FloatRect camera_bounds{{0,0},{SCREEN_WIDTH, SCREEN_HEIGHT}};
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sf::View view;
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Camera(sf::Vector2f base_size);
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29
scene.cpp
29
scene.cpp
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@ -36,8 +36,6 @@ namespace scene {
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Engine::Engine(components::AnimatedScene& scene) :
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$scene(scene)
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{
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$camera.style("dolly");
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for(auto& config : $scene.actors) {
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auto element = config_scene_element(config, false, false);
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dbc::check(!$actor_name_ids.contains(element.name),
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@ -167,16 +165,35 @@ namespace scene {
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$camera.play();
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}
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std::pair<Element&, Element&> Engine::left_right(const std::string &actor, const std::string &target) {
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auto& first = actor_config(actor);
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auto& second = actor_config(target);
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if(first.pos.x < second.pos.x) {
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// first is left
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return {first, second};
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} else if(first.pos.x == second.pos.x) {
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auto fb = first.st.sprite->getGlobalBounds();
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auto sb = second.st.sprite->getGlobalBounds();
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// use the widest one as right
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if(fb.size.x >= sb.size.x) {
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return {first, second};
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} else {
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return {second, first};
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}
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} else {
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// second is left
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return {second, first};
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}
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}
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void Engine::zoom(const std::string &actor, float scale) {
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auto& config = actor_config(actor);
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auto bounds = config.st.sprite->getGlobalBounds();
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float mid_x = config.pos.x + bounds.size.x / 2.0f;
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float mid_y = config.pos.y + bounds.size.y / 2.0f;
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fmt::println("CAMERA in scene::Engine I'm zooming {} by {} @ {},{} size {},{}; going_to mid={},{}",
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actor, scale, config.pos.x, config.pos.y,
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bounds.size.x, bounds.size.y, mid_x, mid_y);
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zoom(mid_x, mid_y, scale);
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}
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@ -54,5 +54,6 @@ namespace scene {
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void zoom(const std::string& actor, float scale=0.9f);
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void zoom(float mid_x, float mid_y, float scale);
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void reset(sf::RenderTexture& view);
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std::pair<Element&, Element&> left_right(const std::string &actor, const std::string &target);
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};
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}
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