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https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
Fix hero movement animation
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parent
31c9d6e28d
commit
1128abc593
@ -241,7 +241,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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waitWhileDialog();
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if (LOCPLINT != this)
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if(LOCPLINT != this)
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return;
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if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
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@ -250,17 +250,17 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
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int3 hp = details.start;
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if (!hero)
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if(!hero)
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{
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//AI hero left the visible area (we can't obtain info)
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//TODO very evil workaround -> retrieve pointer to hero so we could animate it
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// TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
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const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
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for (auto & elem : tile.objects)
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if (elem.obj && elem.obj->id == details.id)
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const TerrainTile2 & tile = CGI->mh->ttiles[hp.x - 1][hp.y][hp.z];
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for(auto & elem : tile.objects)
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if(elem.obj && elem.obj->id == details.id)
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hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
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if (!hero) //still nothing...
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if(!hero) //still nothing...
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return;
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}
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@ -269,21 +269,21 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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&& adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
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&& adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
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if (makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
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if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
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{
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updateAmbientSounds();
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//We may need to change music - select new track, music handler will change it if needed
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CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType, true);
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if (details.result == TryMoveHero::TELEPORTATION)
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if(details.result == TryMoveHero::TELEPORTATION)
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{
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if (adventureInt->terrain.currentPath)
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if(adventureInt->terrain.currentPath)
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{
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assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
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std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
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if ((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
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&& (nodesIt-1)->coord == CGHeroInstance::convertPosition(details.end, false))
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if((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
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&& (nodesIt - 1)->coord == CGHeroInstance::convertPosition(details.end, false))
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{
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//path was between entrance and exit of teleport -> OK, erase node as usual
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removeLastNodeFromPath(hero);
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@ -302,14 +302,14 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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//TODO: smooth disappear / appear effect
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}
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if (hero->pos != details.end //hero didn't change tile but visit succeeded
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if(hero->pos != details.end //hero didn't change tile but visit succeeded
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|| directlyAttackingCreature) // or creature was attacked from endangering tile.
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{
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eraseCurrentPathOf(hero, false);
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}
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else if (adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
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else if(adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
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{
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if (details.start != details.end) //so we don't touch path when revisiting with spacebar
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if(details.start != details.end) //so we don't touch path when revisiting with spacebar
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removeLastNodeFromPath(hero);
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}
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}
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@ -329,12 +329,12 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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if(!settings["session"]["spectate-hero-speed"].isNull())
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speed = static_cast<ui32>(settings["session"]["spectate-hero-speed"].Integer());
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}
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else if (makingTurn) // our turn, our hero moves
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else if(makingTurn) // our turn, our hero moves
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speed = static_cast<ui32>(settings["adventure"]["heroSpeed"].Float());
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else
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speed = static_cast<ui32>(settings["adventure"]["enemySpeed"].Float());
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if (speed == 0)
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if(speed == 0)
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{
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//FIXME: is this a proper solution?
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CGI->mh->hideObject(hero);
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@ -348,11 +348,19 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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initMovement(details, hero, hp);
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auto waitFrame = [&]()
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{
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int frameNumber = GH.mainFPSmng->getFrameNumber();
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auto unlockPim = vstd::makeUnlockGuard(*pim);
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while(frameNumber == GH.mainFPSmng->getFrameNumber())
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SDL_Delay(5);
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};
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//first initializing done
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GH.mainFPSmng->framerateDelay(); // after first move
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//main moving
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for (int i=1; i<32; i+=2*speed)
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for(int i = 1; i < 32; i += 2 * speed)
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{
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movementPxStep(details, i, hp, hero);
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#ifndef VCMI_ANDROID
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@ -363,8 +371,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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//evil returns here ...
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//todo: get rid of it
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auto unlockPim = vstd::makeUnlockGuard(*pim); //let frame to be rendered
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GH.mainFPSmng->framerateDelay(); //for animation purposes
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waitFrame(); //for animation purposes
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}
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//main moving done
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@ -473,9 +473,9 @@ void CGuiHandler::renderFrame()
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SDL_RenderPresent(mainRenderer);
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disposed.clear();
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mainFPSmng->framerateDelay(); // holds a constant FPS
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}
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mainFPSmng->framerateDelay(); // holds a constant FPS
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}
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@ -610,23 +610,14 @@ void CFramerateManager::init()
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void CFramerateManager::framerateDelay()
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{
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ui32 currentTicks = SDL_GetTicks();
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timeElapsed = currentTicks - lastticks;
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// FPS is higher than it should be, then wait some time
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if (timeElapsed < rateticks)
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{
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SDL_Delay((Uint32)ceil(this->rateticks) - timeElapsed);
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}
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accumulatedTime += timeElapsed;
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accumulatedFrames++;
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if(accumulatedFrames >= 100)
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// FPS is higher than it should be, then wait some time
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if(timeElapsed < rateticks)
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{
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//about 2 second should be passed
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fps = static_cast<int>(ceil(1000.0 / (accumulatedTime/accumulatedFrames)));
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accumulatedTime = 0;
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accumulatedFrames = 0;
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SDL_Delay((Uint32)ceil(this->rateticks) - timeElapsed);
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}
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currentTicks = SDL_GetTicks();
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@ -635,4 +626,14 @@ void CFramerateManager::framerateDelay()
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timeElapsed = std::min<ui32>(currentTicks - lastticks, 1000);
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lastticks = SDL_GetTicks();
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accumulatedTime += timeElapsed;
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if(accumulatedFrames >= 100)
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{
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//about 2 second should be passed
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fps = static_cast<int>(ceil(1000.0 / (accumulatedTime / accumulatedFrames)));
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accumulatedTime = 0;
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accumulatedFrames = 0;
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}
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}
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@ -51,6 +51,7 @@ public:
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void init(); // needs to be called directly before the main game loop to reset the internal timer
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void framerateDelay(); // needs to be called every game update cycle
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ui32 getElapsedMilliseconds() const {return this->timeElapsed;}
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ui32 getFrameNumber() const { return accumulatedFrames; }
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};
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// Handles GUI logic and drawing
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