feat(camera): add more camera types

This commit is contained in:
Kazhnuz 2019-06-29 18:42:38 +02:00
parent 57446b89a3
commit b558650d00
3 changed files with 78 additions and 9 deletions

View file

@ -25,6 +25,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- **utils:** Add basic table functions - **utils:** Add basic table functions
- **camera:** Add two new camera types: "middle" and "zoom".
### Changed ### Changed
- **world2D:** Use a list for bodies (hitboxes, etc) and one other for actors - **world2D:** Use a list for bodies (hitboxes, etc) and one other for actors

View file

@ -358,6 +358,13 @@ function BaseWorld:getBackgroundColor()
return self.backcolor[1]/256, self.backcolor[2]/256, self.backcolor[3]/256 return self.backcolor[1]/256, self.backcolor[2]/256, self.backcolor[3]/256
end end
function BaseWorld:resizeMap(w, h)
if self.haveMap then
local w, h = utils.math.floorCoord(w, h)
self.map:resize(w, h)
end
end
-- Lock MANAGEMENT FUNCTIONS -- Lock MANAGEMENT FUNCTIONS
-- Basic function to handle the lock -- Basic function to handle the lock
@ -409,8 +416,8 @@ function BaseWorld:draw(dt)
self:drawActors() self:drawActors()
else else
for i=1, camNumber do for i=1, camNumber do
self.cameras:attachView(i)
self:drawMap(i) self:drawMap(i)
self.cameras:attachView(i)
self:drawActors(i) self:drawActors(i)
self.cameras:detachView(i) self.cameras:detachView(i)
self.cameras:drawHUD(i) self.cameras:drawHUD(i)
@ -445,10 +452,12 @@ function BaseWorld:drawMap(id)
-- Du à la manière dont fonctionne STI, on est obligé de récupérer les info -- Du à la manière dont fonctionne STI, on est obligé de récupérer les info
-- de position de camera pour afficher la carte par rapport à ces infos -- de position de camera pour afficher la carte par rapport à ces infos
tx, ty = self.cameras:getInternalCamCoordinate(id) tx, ty = self.cameras:getInternalCamCoordinate(id)
scale = self.cameras:getViewScale(id) or 1 scale = self.cameras:getViewScale(id) or 2
local vx, vy = self.cameras:getOnScreenViewRelativePosition(id) local vx, vy = self.cameras:getOnScreenViewRelativePosition(id)
tx = math.floor(tx - math.abs(vx)) tx = math.floor(tx - math.abs(vx))
ty = math.floor(ty - math.abs(vy)) ty = math.floor(ty - math.abs(vy))
local w, h = core.screen:getDimensions()
end end
if self.haveMap then if self.haveMap then

View file

@ -39,6 +39,7 @@ function CameraSystem:new(world)
self.mode = "split" self.mode = "split"
self.verticalSplit = SPLITSCREEN_ISVERTICAL self.verticalSplit = SPLITSCREEN_ISVERTICAL
self.targets = {}
self:initViews() self:initViews()
end end
@ -155,6 +156,9 @@ function CameraSystem:addTarget(target)
if (#self.views.list == 0) or (self.mode == "split") then if (#self.views.list == 0) or (self.mode == "split") then
local x, y = target:getViewCenter() local x, y = target:getViewCenter()
self:addView(x, y, target) self:addView(x, y, target)
table.insert(self.targets, target)
elseif (self.mode == "middle") or (self.mode == "zoom") then
table.insert(self.targets, target)
end end
end end
end end
@ -219,13 +223,14 @@ end
function CameraSystem:getViewCoordinate(id) function CameraSystem:getViewCoordinate(id)
local view = self:getView(id) local view = self:getView(id)
local cam = self:getViewCam(id)
local viewx, viewy, vieww, viewh local viewx, viewy, vieww, viewh
viewx = view.pos.x - (self.views.width/2) viewx = view.pos.x - ((self.views.width/2) / cam.scale)
viewy = view.pos.y - (self.views.height/2) viewy = view.pos.y - ((self.views.height/2) / cam.scale)
vieww = self.views.width vieww = self.views.width / cam.scale
viewh = self.views.height viewh = self.views.height / cam.scale
return viewx, viewy, vieww, viewh return viewx, viewy, vieww, viewh
end end
@ -234,10 +239,12 @@ function CameraSystem:getInternalCamCoordinate(id)
local cam = self:getViewCam(id) local cam = self:getViewCam(id)
local viewx, viewy, vieww, viewh local viewx, viewy, vieww, viewh
viewx = cam.x - (self.views.width/2) viewx = cam.x - ((self.views.width/2) / cam.scale)
viewy = cam.y - (self.views.height/2) viewy = cam.y - ((self.views.height/2) / cam.scale)
vieww, viewh = core.screen:getDimensions() vieww, viewh = core.screen:getDimensions()
vieww = vieww / cam.scale
viewh = viewh / cam.scale
return viewx, viewy, vieww, viewh return viewx, viewy, vieww, viewh
end end
@ -303,8 +310,12 @@ end
function CameraSystem:update(dt) function CameraSystem:update(dt)
for i,v in ipairs(self.views.list) do for i,v in ipairs(self.views.list) do
if (self.mode == "middle") or (self.mode == "zoom") then
self:followAllActors(i)
else
self:followActor(i) self:followActor(i)
end end
end
end end
function CameraSystem:moveView(id, x, y) function CameraSystem:moveView(id, x, y)
@ -337,6 +348,53 @@ function CameraSystem:followActor(id)
end end
end end
function CameraSystem:followAllActors(id)
local view = self:getView(id)
local PADDING = 16
-- TODO: make all the padding and stuff part of object definition instead ?
-- It would especially allow better work in future fake3D worlds
if (#self.targets > 0) then
local minX, minY, maxX, maxY
for i, target in ipairs(self.targets) do
local xx, yy = target:getViewCenter()
-- If start by initializing the value at the first found value
if (minX == nil) then minX = xx - (target.w/2) end
if (maxX == nil) then maxX = xx + (target.w/2) end
if (minY == nil) then minY = yy - (target.h/2) end
if (maxY == nil) then maxY = yy + (target.h/2) end
minX = math.min(minX, xx - (target.w/2))
maxX = math.max(maxX, xx + (target.w/2))
minY = math.min(minY, yy - (target.h/2))
maxY = math.max(maxY, yy + (target.h/2))
end
-- Add padding
minX = minX - PADDING
minY = minY - PADDING
maxX = maxX + PADDING
maxY = maxY + PADDING
local x, y
x = (minX + maxX) / 2
y = (minY + maxY) / 2
local scale = 1
if (self.mode == "zoom") then
local ww, hh = core.screen:getDimensions()
local scalex = (maxX-minX)/ww
local scaley = (maxY-minY)/hh
scale = math.max(scale, scalex, scaley)
view.cam.scale = 1/scale
self.world:resizeMap(ww * 3, hh * 3)
end
self:moveView(id, x, y)
end
end
-- DRAW FUNCTIONS -- DRAW FUNCTIONS
-- Basic callback to draw stuff -- Basic callback to draw stuff