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camera.cpp
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137 lines (118 loc) · 3.8 KB
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#include "camera.hpp"
#include "game.hpp"
#include "grid.hpp"
#include "players.hpp"
static const int zoomedIn = 46; // 50
static const int zoomedOut = 72; // 66
camera::camera(const game& gameRef) : mGame(gameRef)
{
center();
mCurrentPos = mTargetPos;
}
void camera::center()
{
mCurrentZoom = zoomedIn;
mTargetZoom = zoomedIn;
mTargetPos = Point3d((mGame.mGrid->extentX() - 1) / 2, (mGame.mGrid->extentY() - 1) / 2, mTargetZoom);
}
void camera::followPlayer()
{
// If there is an active player or players, follow it
Point3d playerPos;
bool firstPlayer = true;
int targets = 0;
for (int i = 0; i < 4; i++) {
player* player;
switch (i) {
case 0:
player = mGame.getPlayer1();
break;
case 1:
player = mGame.getPlayer2();
break;
case 2:
player = mGame.getPlayer3();
break;
case 3:
player = mGame.getPlayer4();
break;
}
if (player->getState() != entity::ENTITY_STATE_INACTIVE) {
++targets;
if (firstPlayer) {
firstPlayer = false;
playerPos = player->getPos();
} else {
playerPos.x = (playerPos.x + player->getPos().x) / 2;
playerPos.y = (playerPos.y + player->getPos().y) / 2;
}
}
}
if (targets == 0) {
// Nothing to follow
return;
}
// Figure out our largest distance between players
float playerDistance = 0;
for (int i = 0; i < 4; i++) {
player* playerA;
switch (i) {
case 0:
playerA = mGame.getPlayer1();
break;
case 1:
playerA = mGame.getPlayer2();
break;
case 2:
playerA = mGame.getPlayer3();
break;
case 3:
playerA = mGame.getPlayer4();
break;
}
if (playerA->getState() != entity::ENTITY_STATE_INACTIVE) {
for (int j = 0; j < 4; j++) {
player* playerB;
switch (j) {
case 0:
playerB = mGame.getPlayer1();
break;
case 1:
playerB = mGame.getPlayer2();
break;
case 2:
playerB = mGame.getPlayer3();
break;
case 3:
playerB = mGame.getPlayer4();
break;
}
if (playerA == playerB)
continue;
if (playerB->getState() != entity::ENTITY_STATE_INACTIVE) {
float abDistance = mathutils::calculate2dDistance(playerA->getPos(), playerB->getPos());
if (abDistance > playerDistance)
playerDistance = abDistance;
}
}
}
}
static const float hypotenuse = sqrt((float)(mGame.mGrid->extentX() * mGame.mGrid->extentX()) + (mGame.mGrid->extentY() * mGame.mGrid->extentY()));
mTargetZoom = (zoomedIn + (zoomedOut - zoomedIn)) * ((playerDistance * 3) / hypotenuse);
if (mTargetZoom < zoomedIn)
mTargetZoom = zoomedIn;
else if (mTargetZoom > zoomedOut)
mTargetZoom = zoomedOut;
float ax = (playerPos.x / mGame.mGrid->extentX());
float ay = (playerPos.y / mGame.mGrid->extentY());
const int border = -20;
mTargetPos.x = (ax * (mGame.mGrid->extentX() + (border * 2))) - border;
mTargetPos.y = (ay * (mGame.mGrid->extentY() + (border * 2))) - border;
}
void camera::run()
{
mCurrentZoom += (mTargetZoom - mCurrentZoom) / 30.0f;
mCurrentPos.x += (mTargetPos.x - mCurrentPos.x) / 30.0f;
mCurrentPos.y += (mTargetPos.y - mCurrentPos.y) / 30.0f;
mCurrentPos.z = mCurrentZoom;
}