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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-26 03:52:01 +02:00

All projectile animations now use time-based speed

This commit is contained in:
Ivan Savenko 2023-01-05 15:26:29 +02:00
parent a25214ae71
commit 4ca22e652d
4 changed files with 31 additions and 34 deletions

View File

@ -53,8 +53,6 @@ void ProjectileMissile::show(Canvas & canvas)
if(image)
{
float progress = float(step) / steps;
Point pos {
vstd::lerp(from.x, dest.x, progress) - image->width() / 2,
vstd::lerp(from.y, dest.y, progress) - image->height() / 2,
@ -62,7 +60,9 @@ void ProjectileMissile::show(Canvas & canvas)
canvas.draw(image, pos);
}
++step;
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
progress += timePassed * speed;
}
void ProjectileAnimatedMissile::show(Canvas & canvas)
@ -82,8 +82,6 @@ void ProjectileCatapult::show(Canvas & canvas)
if(image)
{
float progress = float(step) / steps;
int posX = vstd::lerp(from.x, dest.x, progress);
int posY = calculateCatapultParabolaY(from, dest, posX);
Point pos(posX, posY);
@ -92,13 +90,13 @@ void ProjectileCatapult::show(Canvas & canvas)
frameNum = (frameNum + 1) % animation->size(0);
}
++step;
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
progress += timePassed * speed;
}
void ProjectileRay::show(Canvas & canvas)
{
float progress = float(step) / steps;
Point curr {
vstd::lerp(from.x, dest.x, progress),
vstd::lerp(from.y, dest.y, progress),
@ -142,7 +140,9 @@ void ProjectileRay::show(Canvas & canvas)
canvas.drawLine(Point(x1 + i, y1), Point(x2 + i, y2), beginColor, endColor);
}
}
++step;
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
progress += timePassed * speed;
}
BattleProjectileController::BattleProjectileController(BattleInterface & owner):
@ -231,7 +231,7 @@ void BattleProjectileController::showProjectiles(Canvas & canvas)
}
vstd::erase_if(projectiles, [&](const std::shared_ptr<ProjectileBase> & projectile){
return projectile->step > projectile->steps;
return projectile->progress > 1.0f;
});
}
@ -249,15 +249,14 @@ bool BattleProjectileController::hasActiveProjectile(const CStack * stack, bool
return false;
}
int BattleProjectileController::computeProjectileFlightTime( Point from, Point dest, double animSpeed)
float BattleProjectileController::computeProjectileFlightTime( Point from, Point dest, double animSpeed)
{
double distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y);
double distance = sqrt(distanceSquared);
int steps = std::round(distance / animSpeed);
float distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y);
float distance = sqrt(distanceSquared);
if (steps > 0)
return steps;
return 1;
assert(distance > 1.f);
return animSpeed / std::max( 1.f, distance);
}
int BattleProjectileController::computeProjectileFrameID( Point from, Point dest, const CStack * stack)
@ -297,12 +296,11 @@ void BattleProjectileController::createCatapultProjectile(const CStack * shooter
catapultProjectile->animation = getProjectileImage(shooter);
catapultProjectile->frameNum = 0;
catapultProjectile->step = 0;
catapultProjectile->steps = computeProjectileFlightTime(from, dest, AnimationControls::getCatapultSpeed());
catapultProjectile->progress = 0;
catapultProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getCatapultSpeed());
catapultProjectile->from = from;
catapultProjectile->dest = dest;
catapultProjectile->shooterID = shooter->ID;
catapultProjectile->step = 0;
catapultProjectile->playing = false;
projectiles.push_back(std::shared_ptr<ProjectileBase>(catapultProjectile));
@ -335,11 +333,11 @@ void BattleProjectileController::createProjectile(const CStack * shooter, Point
missileProjectile->frameNum = computeProjectileFrameID(from, dest, shooter);
}
projectile->steps = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
projectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
projectile->from = from;
projectile->dest = dest;
projectile->shooterID = shooter->ID;
projectile->step = 0;
projectile->progress = 0;
projectile->playing = false;
projectiles.push_back(projectile);
@ -363,8 +361,8 @@ void BattleProjectileController::createSpellProjectile(const CStack * shooter, P
projectile->from = from;
projectile->dest = dest;
projectile->shooterID = shooter ? shooter->ID : -1;
projectile->step = 0;
projectile->steps = computeProjectileFlightTime(from, dest, AnimationControls::getSpellEffectSpeed());
projectile->progress = 0;
projectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
projectile->playing = false;
projectiles.push_back(std::shared_ptr<ProjectileBase>(projectile));

View File

@ -33,10 +33,10 @@ struct ProjectileBase
Point from; // initial position on the screen
Point dest; // target position on the screen
int step; // current step counter
int steps; // total number of steps/frames to show
int shooterID; // ID of shooter stack
bool playing; // if set to true, projectile animation is playing, e.g. flying to target
float progress; // current position of projectile on from->dest line
float speed; // how much progress is gained per second
int shooterID; // ID of shooter stack
bool playing; // if set to true, projectile animation is playing, e.g. flying to target
};
/// Projectile for most shooters - render pre-selected frame moving in straight line from origin to destination
@ -97,7 +97,7 @@ class BattleProjectileController
const CCreature & getShooter(const CStack * stack) const;
int computeProjectileFrameID( Point from, Point dest, const CStack * stack);
int computeProjectileFlightTime( Point from, Point dest, double speed);
float computeProjectileFlightTime( Point from, Point dest, double speed);
public:
BattleProjectileController(BattleInterface & owner);

View File

@ -115,12 +115,12 @@ float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, c
float AnimationControls::getProjectileSpeed()
{
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 100);
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 4000);
}
float AnimationControls::getCatapultSpeed()
{
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 20);
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 1000);
}
float AnimationControls::getSpellEffectSpeed()

View File

@ -31,11 +31,10 @@ namespace AnimationControls
/// returns animation speed of specific group, taking in mind game setting (in frames per second)
float getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, ECreatureAnimType groupID);
/// returns how far projectile should move each frame
/// TODO: make it time-based
/// returns how far projectile should move per second
float getProjectileSpeed();
/// returns speed of catapult projectile
/// returns speed of catapult projectile, in pixels per second (horizontal axis only)
float getCatapultSpeed();
/// returns speed of any spell effects, including any special effects like morale (in frames per second)