Camera for the storyboard can now do pan, bounce, dolly, and shake.

This commit is contained in:
Zed A. Shaw 2025-11-09 11:41:11 -05:00
parent 0d326089f7
commit 29409c54ce
5 changed files with 23 additions and 15 deletions

View file

@ -39,7 +39,7 @@
"_type": "Animation",
"easing": 1,
"motion": 0,
"ease_rate": 0.5,
"ease_rate": 1.0,
"min_x": 0.8,
"min_y": 0.8,
"max_x": 1.0,
@ -55,13 +55,13 @@
},
"bounce": {
"_type": "Animation",
"easing": 3,
"easing": 4,
"motion": 2,
"ease_rate": 0.05,
"min_x": -10,
"min_y": -10,
"max_x": 10,
"max_y": 10,
"ease_rate": 0.001,
"min_x": 0,
"min_y": -20,
"max_x": 0,
"max_y": 0,
"simple": true,
"frames": 1,
"speed": 0.01,

View file

@ -40,15 +40,22 @@ namespace cinematic {
anim = MGR.animations.at(name);
}
void Camera::position(float x, float y) {
anim.min_x = x;
anim.min_y = y;
void Camera::focus(float x, float y) {
position.x = x;
position.y = y;
}
void Camera::move(sf::RenderTexture& target, sf::Vector2f pos) {
sf::View zoom;
anim.max_x = pos.x;
anim.max_y = pos.y;
// BUG: annoying special case
if(anim.motion == ease::SLIDE) {
anim.min_x = position.x;
anim.min_y = position.y;
anim.max_x = pos.x;
anim.max_y = pos.y;
}
anim.apply(zoom, pos, size);
target.setView(zoom);
}

View file

@ -7,6 +7,7 @@ namespace cinematic {
components::Animation anim;
sf::View view;
sf::Vector2f size;
sf::Vector2f position;
Camera();
@ -14,7 +15,7 @@ namespace cinematic {
void move(sf::RenderTexture& target, sf::Vector2f pos);
bool playing();
void play();
void position(float x, float y);
void focus(float x, float y);
void style(const std::string &name);
};

View file

@ -20,7 +20,7 @@ int main(int argc, char* argv[]) {
cinematic::init();
GameDB::init();
if(DEBUG_BUILD) sound::mute(true);
sound::mute(true);
gui::FSM main;
main.event(gui::Event::STARTED);

View file

@ -39,7 +39,7 @@ namespace storyboard {
bool UI::mouse(float x, float y, guecs::Modifiers mods) {
auto& cell = $ui.cell_for($zoom_target);
$camera.position(cell.mid_x, cell.mid_y);
$camera.focus(cell.mid_x, cell.mid_y);
$zoom_target = *$ui.$parser.hit(x, y);