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All projectile animations now use time-based speed
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a25214ae71
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@ -53,8 +53,6 @@ void ProjectileMissile::show(Canvas & canvas)
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if(image)
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{
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float progress = float(step) / steps;
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Point pos {
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vstd::lerp(from.x, dest.x, progress) - image->width() / 2,
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vstd::lerp(from.y, dest.y, progress) - image->height() / 2,
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@ -62,7 +60,9 @@ void ProjectileMissile::show(Canvas & canvas)
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canvas.draw(image, pos);
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}
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++step;
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float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
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progress += timePassed * speed;
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}
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void ProjectileAnimatedMissile::show(Canvas & canvas)
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@ -82,8 +82,6 @@ void ProjectileCatapult::show(Canvas & canvas)
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if(image)
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{
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float progress = float(step) / steps;
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int posX = vstd::lerp(from.x, dest.x, progress);
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int posY = calculateCatapultParabolaY(from, dest, posX);
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Point pos(posX, posY);
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@ -92,13 +90,13 @@ void ProjectileCatapult::show(Canvas & canvas)
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frameNum = (frameNum + 1) % animation->size(0);
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}
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++step;
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float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
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progress += timePassed * speed;
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}
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void ProjectileRay::show(Canvas & canvas)
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{
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float progress = float(step) / steps;
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Point curr {
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vstd::lerp(from.x, dest.x, progress),
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vstd::lerp(from.y, dest.y, progress),
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@ -142,7 +140,9 @@ void ProjectileRay::show(Canvas & canvas)
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canvas.drawLine(Point(x1 + i, y1), Point(x2 + i, y2), beginColor, endColor);
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}
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}
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++step;
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float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
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progress += timePassed * speed;
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}
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BattleProjectileController::BattleProjectileController(BattleInterface & owner):
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@ -231,7 +231,7 @@ void BattleProjectileController::showProjectiles(Canvas & canvas)
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}
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vstd::erase_if(projectiles, [&](const std::shared_ptr<ProjectileBase> & projectile){
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return projectile->step > projectile->steps;
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return projectile->progress > 1.0f;
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});
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}
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@ -249,15 +249,14 @@ bool BattleProjectileController::hasActiveProjectile(const CStack * stack, bool
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return false;
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}
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int BattleProjectileController::computeProjectileFlightTime( Point from, Point dest, double animSpeed)
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float BattleProjectileController::computeProjectileFlightTime( Point from, Point dest, double animSpeed)
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{
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double distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y);
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double distance = sqrt(distanceSquared);
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int steps = std::round(distance / animSpeed);
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float distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y);
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float distance = sqrt(distanceSquared);
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if (steps > 0)
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return steps;
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return 1;
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assert(distance > 1.f);
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return animSpeed / std::max( 1.f, distance);
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}
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int BattleProjectileController::computeProjectileFrameID( Point from, Point dest, const CStack * stack)
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@ -297,12 +296,11 @@ void BattleProjectileController::createCatapultProjectile(const CStack * shooter
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catapultProjectile->animation = getProjectileImage(shooter);
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catapultProjectile->frameNum = 0;
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catapultProjectile->step = 0;
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catapultProjectile->steps = computeProjectileFlightTime(from, dest, AnimationControls::getCatapultSpeed());
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catapultProjectile->progress = 0;
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catapultProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getCatapultSpeed());
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catapultProjectile->from = from;
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catapultProjectile->dest = dest;
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catapultProjectile->shooterID = shooter->ID;
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catapultProjectile->step = 0;
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catapultProjectile->playing = false;
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projectiles.push_back(std::shared_ptr<ProjectileBase>(catapultProjectile));
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@ -335,11 +333,11 @@ void BattleProjectileController::createProjectile(const CStack * shooter, Point
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missileProjectile->frameNum = computeProjectileFrameID(from, dest, shooter);
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}
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projectile->steps = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
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projectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
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projectile->from = from;
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projectile->dest = dest;
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projectile->shooterID = shooter->ID;
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projectile->step = 0;
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projectile->progress = 0;
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projectile->playing = false;
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projectiles.push_back(projectile);
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@ -363,8 +361,8 @@ void BattleProjectileController::createSpellProjectile(const CStack * shooter, P
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projectile->from = from;
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projectile->dest = dest;
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projectile->shooterID = shooter ? shooter->ID : -1;
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projectile->step = 0;
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projectile->steps = computeProjectileFlightTime(from, dest, AnimationControls::getSpellEffectSpeed());
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projectile->progress = 0;
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projectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
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projectile->playing = false;
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projectiles.push_back(std::shared_ptr<ProjectileBase>(projectile));
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@ -33,10 +33,10 @@ struct ProjectileBase
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Point from; // initial position on the screen
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Point dest; // target position on the screen
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int step; // current step counter
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int steps; // total number of steps/frames to show
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int shooterID; // ID of shooter stack
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bool playing; // if set to true, projectile animation is playing, e.g. flying to target
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float progress; // current position of projectile on from->dest line
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float speed; // how much progress is gained per second
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int shooterID; // ID of shooter stack
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bool playing; // if set to true, projectile animation is playing, e.g. flying to target
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};
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/// Projectile for most shooters - render pre-selected frame moving in straight line from origin to destination
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@ -97,7 +97,7 @@ class BattleProjectileController
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const CCreature & getShooter(const CStack * stack) const;
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int computeProjectileFrameID( Point from, Point dest, const CStack * stack);
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int computeProjectileFlightTime( Point from, Point dest, double speed);
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float computeProjectileFlightTime( Point from, Point dest, double speed);
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public:
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BattleProjectileController(BattleInterface & owner);
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@ -115,12 +115,12 @@ float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, c
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float AnimationControls::getProjectileSpeed()
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{
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return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 100);
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return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 4000);
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}
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float AnimationControls::getCatapultSpeed()
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{
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return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 20);
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return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 1000);
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}
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float AnimationControls::getSpellEffectSpeed()
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@ -31,11 +31,10 @@ namespace AnimationControls
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/// returns animation speed of specific group, taking in mind game setting (in frames per second)
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float getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, ECreatureAnimType groupID);
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/// returns how far projectile should move each frame
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/// TODO: make it time-based
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/// returns how far projectile should move per second
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float getProjectileSpeed();
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/// returns speed of catapult projectile
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/// returns speed of catapult projectile, in pixels per second (horizontal axis only)
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float getCatapultSpeed();
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/// returns speed of any spell effects, including any special effects like morale (in frames per second)
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