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https://github.com/vcmi/vcmi.git
synced 2025-07-05 00:49:09 +02:00
Hero movement speed and map scrolling speed now matches H3
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@ -166,19 +166,24 @@ const CGPath * MapRendererContext::currentPath() const
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return &LOCPLINT->paths.getPath(hero);
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}
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uint32_t MapRendererContext::getAnimationPeriod() const
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size_t MapRendererContext::objectImageIndex(ObjectInstanceID objectID, size_t groupSize) const
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{
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assert(groupSize > 0);
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if (groupSize == 0)
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return 0;
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// H3 timing for adventure map objects animation is 180 ms
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// Terrain animations also use identical interval, however those are only present in HotA and/or HD Mod
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// TODO: duration of fade-in/fade-out for teleport, entering/leaving boat, removal of objects
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// TOOD: duration of hero movement animation, frame timing of hero movement animation, effect of hero speed option
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// TOOD: duration of enemy hero movement animation, frame timing of enemy hero movement animation, effect of enemy hero speed option
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return 180;
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}
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size_t baseFrameTime = 180;
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uint32_t MapRendererContext::getAnimationTime() const
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{
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return animationTime;
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// hero movement animation always plays at ~50ms / frame
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// in-game setting only affect movement across screen
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if (movementAnimation && movementAnimation->target == objectID)
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baseFrameTime = 50;
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size_t frameCounter = animationTime / baseFrameTime;
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size_t frameIndex = frameCounter % groupSize;
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return frameIndex;
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}
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Point MapRendererContext::getTileSize() const
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@ -193,14 +198,19 @@ bool MapRendererContext::showGrid() const
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void MapViewController::setViewCenter(const int3 & position)
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{
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model->setViewCenter(Point(position.x, position.y) * model->getSingleTileSize());
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model->setLevel(position.z);
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assert(context->isInMap(position));
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setViewCenter(Point(position) * model->getSingleTileSize(), position.z);
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}
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void MapViewController::setViewCenter(const Point & position, int level)
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{
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model->setViewCenter(position);
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model->setLevel(level);
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Point betterPosition = {
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vstd::clamp(position.x, 0, context->getMapSize().x * model->getSingleTileSize().x),
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vstd::clamp(position.y, 0, context->getMapSize().y * model->getSingleTileSize().y)
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};
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model->setViewCenter(betterPosition);
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model->setLevel(vstd::clamp(level, 0, context->getMapSize().z));
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}
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void MapViewController::setTileSize(const Point & tileSize)
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@ -452,14 +462,16 @@ void MapViewController::update(uint32_t timeDelta)
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{
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static const double fadeOutDuration = 1.0;
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static const double fadeInDuration = 1.0;
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static const double heroMoveDuration = 1.0;
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static const double heroTeleportDuration = 1.0;
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//FIXME: remove code duplication?
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if (context->movementAnimation)
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{
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context->movementAnimation->progress += heroMoveDuration * timeDelta / 1000;
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// TODO: enemyMoveTime
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double heroMoveTime = settings["adventure"]["heroMoveTime"].Float();
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context->movementAnimation->progress += timeDelta / heroMoveTime;
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Point positionFrom = Point(context->movementAnimation->tileFrom) * model->getSingleTileSize();
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Point positionDest = Point(context->movementAnimation->tileDest) * model->getSingleTileSize();
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@ -503,7 +515,7 @@ void MapViewController::update(uint32_t timeDelta)
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}
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context->animationTime += timeDelta;
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context->tileSize =model->getSingleTileSize();
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context->tileSize = model->getSingleTileSize();
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}
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void MapViewController::onObjectFadeIn(const CGObjectInstance * obj)
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@ -539,8 +551,17 @@ void MapViewController::onHeroMoved(const CGHeroInstance * obj, const int3 & fro
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{
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assert(!context->movementAnimation);
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context->removeObject(obj);
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context->addMovingObject(obj, from, dest);
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context->movementAnimation = HeroAnimationState{ obj->id, from, dest, 0.0 };
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if (settings["adventure"]["heroMoveTime"].Float() > 1)
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{
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context->addMovingObject(obj, from, dest);
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context->movementAnimation = HeroAnimationState{ obj->id, from, dest, 0.0 };
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}
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else
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{
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// instant movement
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context->addObject(obj);
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}
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}
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void MapViewController::onHeroRotated(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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