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Camera tweaked, flawless now

master
Riyyi 9 years ago
parent
commit
3b86ba2556
  1. 135
      src/player.cpp
  2. 4
      src/player.h
  3. 2
      src/state/maingame.cpp

135
src/player.cpp

@ -1,7 +1,8 @@
#include "player.h" #include "player.h"
Player::Player(EntityManager* entityManager, Camera *camera, float x, float y) { Player::Player(EntityManager* entityManager, Map *map, Camera *camera, float x, float y) {
this->entityManager = entityManager; this->entityManager = entityManager;
this->map = map;
this->camera = camera; this->camera = camera;
this->Load("data/gfx/player.png"); this->Load("data/gfx/player.png");
@ -11,7 +12,7 @@ Player::Player(EntityManager* entityManager, Camera *camera, float x, float y) {
void Player::Update(sf::RenderWindow* window, InputManager inputManager) { void Player::Update(sf::RenderWindow* window, InputManager inputManager) {
// Store currect location of the player for the Camera to use // Store currect location of the player for the Camera to use
sf::Vector2f cameraPosition = sf::Vector2f(this->getPosition().x, this->getPosition().y); sf::Vector2f playerPosition = sf::Vector2f(this->getPosition().x, this->getPosition().y);;
// Update player velocity // Update player velocity
this->velocity.x = inputManager.IsPressed(InputManager::Right) * this->speed - this->velocity.x = inputManager.IsPressed(InputManager::Right) * this->speed -
@ -20,77 +21,79 @@ void Player::Update(sf::RenderWindow* window, InputManager inputManager) {
inputManager.IsPressed(InputManager::Up) * this->speed; inputManager.IsPressed(InputManager::Up) * this->speed;
// Update camera position // Update camera position
// VERSION 1! //|------------|--------------|------------|
// if(this->getPosition().x + 16 > window->getSize().x / 2) { //| 1 | 2 | 1 |
// this->camera->MoveCamera(window, sf::Vector2f(this->velocity.x, 0)); //| | | |
// } //|------------x--------------|------------|
// else { //| 3 | 4 | 3 |
// camera->SetCenter(window, sf::Vector2f(window->getSize().x / 2, window->getSize().y / 2)); //| | | |
// } //|------------|--------------y------------|
//| 1 | 2 | 1 |
//| | | |
//|------------|--------------|------------|
// if(this->getPosition().y + 16 > window->getSize().y / 2) { // Get window center start and end
// this->camera->MoveCamera(window, sf::Vector2f(0, this->velocity.y)); // x on map scetch
// } sf::Vector2f windowCenterStart = sf::Vector2f(window->getSize().x / 2, window->getSize().y / 2);
// else { // y on map scetch
// camera->SetCenter(window, sf::Vector2f(window->getSize().x / 2, window->getSize().y / 2)); sf::Vector2f windowCenterEnd = sf::Vector2f(map->width * map->tilewidth - windowCenterStart.x,
// } map->height * map->tileheight - windowCenterStart.y);
//
// VERSION 2! // If Player is in the center (4)
// if(this->getPosition().x < window->getSize().x / 2 if(playerPosition.x > windowCenterStart.x
// && this->getPosition().y < window->getSize().y / 2) { && playerPosition.y > windowCenterStart.y
// camera->SetCenter(window, sf::Vector2f(window->getSize().x / 2, window->getSize().y / 2)); && playerPosition.x < windowCenterEnd.x
// } && playerPosition.y < windowCenterEnd.y) {
camera->SetCenter(window, sf::Vector2f(playerPosition.x, playerPosition.y));
// if(this->getPosition().x> window->getSize().x / 2
// && this->getPosition().y> window->getSize().y / 2) {
// //this->camera->MoveCamera(window, sf::Vector2f(this->velocity.x, this->velocity.y));
// camera->SetCenter(window, sf::Vector2f(this->getPosition().x, this->getPosition().y));
// }
// else if(this->getPosition().x> window->getSize().x / 2) {
// this->camera->MoveCamera(window, sf::Vector2f(this->velocity.x, 0));
// }
// else if(this->getPosition().y> window->getSize().y / 2) {
// this->camera->MoveCamera(window, sf::Vector2f(0, this->velocity.y));
// }
//
// VERSION 3!
if(this->getPosition().x < window->getSize().x / 2
&& this->getPosition().y < window->getSize().y / 2) {
camera->SetCenter(window, sf::Vector2f(window->getSize().x / 2, window->getSize().y / 2));
} }
if(this->getPosition().x> window->getSize().x / 2 // If Player is in the edge (2,3)
&& this->getPosition().y> window->getSize().y / 2) { // Middle Top
//this->camera->MoveCamera(window, sf::Vector2f(this->velocity.x, this->velocity.y)); else if(playerPosition.x > windowCenterStart.x
camera->SetCenter(window, sf::Vector2f(this->getPosition().x, this->getPosition().y)); && playerPosition.x < windowCenterEnd.x
&& playerPosition.y < windowCenterStart.y) {
camera->SetCenter(window, sf::Vector2f(playerPosition.x, windowCenterStart.y));
} }
else { // Middle Bottom
if(this->getPosition().x> window->getSize().x / 2) { else if(playerPosition.x > windowCenterStart.x
this->camera->MoveCamera(window, sf::Vector2f(this->velocity.x, 0)); && playerPosition.x < windowCenterEnd.x
} && playerPosition.y > windowCenterEnd.y) {
camera->SetCenter(window, sf::Vector2f(playerPosition.x, windowCenterEnd.y));
if(this->getPosition().y> window->getSize().y / 2) { }
this->camera->MoveCamera(window, sf::Vector2f(0, this->velocity.y)); // Middle Left
} else if(playerPosition.y > windowCenterStart.y
&& playerPosition.y < windowCenterEnd.y
&& playerPosition.x < windowCenterStart.x) {
camera->SetCenter(window, sf::Vector2f(windowCenterStart.x, playerPosition.y));
}
// Middle Right
else if(playerPosition.y > windowCenterStart.y
&& playerPosition.y < windowCenterEnd.y
&& playerPosition.x > windowCenterEnd.x) {
camera->SetCenter(window, sf::Vector2f(windowCenterEnd.x, playerPosition.y));
} }
//
// VERSION 4!
// @Todo
//
// sf::Vertex2f tempPlayerLoc; // If Player is in one of the corners (1)
// if(playerLoc.x != edge X) // Top Left
// { else if(playerPosition.x < windowCenterStart.x
// tempPlayerLoc.x = playerLoc.x && playerPosition.y < windowCenterStart.y) {
// } camera->SetCenter(window, sf::Vector2f(windowCenterStart.x, windowCenterStart.y));
// if(playerLoc.y != edge Y) }
// { // Top Right
// tempPlayerLoc.y = playerLoc.y else if(playerPosition.x > windowCenterEnd.x
// } && playerPosition.y < windowCenterStart.y) {
// view->setCenter(playerLoc) camera->SetCenter(window, sf::Vector2f(windowCenterEnd.x, windowCenterStart.y));
}
// Bottom Left
else if(playerPosition.x < windowCenterStart.x
&& playerPosition.y > windowCenterEnd.y) {
camera->SetCenter(window, sf::Vector2f(windowCenterStart.x, windowCenterEnd.y));
}
// Bottom Right
else if(playerPosition.x > windowCenterEnd.x
&& playerPosition.y > windowCenterEnd.y) {
camera->SetCenter(window, sf::Vector2f(windowCenterEnd.x, windowCenterEnd.y));
}
} }
Player::~Player() Player::~Player()

4
src/player.h

@ -7,11 +7,12 @@
#include "camera.h" #include "camera.h"
#include "entitymanager.h" #include "entitymanager.h"
#include "inputmanager.h" #include "inputmanager.h"
#include "map.h"
class Player : public Entity class Player : public Entity
{ {
public: public:
Player(EntityManager* entityManager, Camera* camera, float x = 0, float y = 0); Player(EntityManager* entityManager, Map* map, Camera* camera, float x = 0, float y = 0);
void Update(sf::RenderWindow *window, InputManager inputManager); void Update(sf::RenderWindow *window, InputManager inputManager);
float SetSpeed(); float SetSpeed();
int GetHealth(); int GetHealth();
@ -20,6 +21,7 @@ public:
private: private:
EntityManager* entityManager; EntityManager* entityManager;
Map* map;
Camera* camera; Camera* camera;
int health; int health;
int maxHealth; int maxHealth;

2
src/state/maingame.cpp

@ -25,7 +25,7 @@ void MainGame::Initialize(sf::RenderWindow* window) {
this->camera->SetNewView(window); this->camera->SetNewView(window);
// Load Player // Load Player
this->player = new Player(this->entityManager, this->camera, 100, 100); this->player = new Player(this->entityManager, this->map, this->camera, 100, 100);
this->entityManager->AddEntity("Player", this->player); this->entityManager->AddEntity("Player", this->player);
} }

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