Fix title screen reliance on previous position to lerp to next value.

pull/29/head
sigonasr2 11 months ago
parent c193aa7116
commit 803e2caf23
  1. 8
      Adventures in Lestoria/AdventuresInLestoria.cpp
  2. 2
      Adventures in Lestoria/State_OverworldMap.cpp
  3. 3
      Adventures in Lestoria/TODO.txt
  4. 14
      Adventures in Lestoria/TitleScreen.cpp
  5. 3
      Adventures in Lestoria/TitleScreen.h
  6. 2
      Adventures in Lestoria/Version.h

@ -1911,7 +1911,7 @@ geom2d::rect<int>AiL::GetTileCollision(MapName map,vf2d pos,bool upperLevel){
bool hasTerrain=false;
for(const LayerTag&layer:GetCurrentMap().LayerData){ //Figure out if any tile at this position is terrain. If so, we have a collision box to check.
int tileID=layer.tiles[pos.y/24][pos.x/24]-1;
int tileID=layer.tiles[pos.y/GetCurrentMapData().tilewidth][pos.x/GetCurrentMapData().tilewidth]-1;
if(tileID==-1)continue;
const TilesheetData&data=GetTileSheet(GetCurrentLevel(),tileID);
if(data.tileset->isTerrain){
@ -1919,7 +1919,7 @@ geom2d::rect<int>AiL::GetTileCollision(MapName map,vf2d pos,bool upperLevel){
break;
}
}
if(!hasTerrain)return geom2d::rect<int>({0,0},{24,24}); //We assume no terrain means we can't walk on this.
if(!hasTerrain)return geom2d::rect<int>({0,0},{GetCurrentMapData().tilewidth,GetCurrentMapData().tilewidth}); //We assume no terrain means we can't walk on this.
#pragma region Lower Bridge Collision Check
if(!upperLevel){ //We are looking for lower bridge collisions.
@ -1932,7 +1932,7 @@ geom2d::rect<int>AiL::GetTileCollision(MapName map,vf2d pos,bool upperLevel){
#pragma endregion
//The logic here is, if there's a tile on the bridge, we respect that tile instead if we're on the upper level. So we don't check other layers when we are on the upper level and there is a tile below us.
if(upperLevel&&bridgeLayerIndex!=-1){
int tileID=MAP_DATA[map].LayerData[bridgeLayerIndex].tiles[int(pos.y)/game->GetCurrentMapData().tilewidth][int(pos.x)/game->GetCurrentMapData().tilewidth]-1;
int tileID=MAP_DATA[map].LayerData[bridgeLayerIndex].tiles[int(pos.y)/GetCurrentMapData().tilewidth][int(pos.x)/GetCurrentMapData().tilewidth]-1;
if(tileID!=-1){
if (GetTileSheet(map,tileID%1000000).tileset->collision.find(tileID%1000000-GetTileSheet(map,tileID%1000000).firstgid+1)!=GetTileSheet(map,tileID%1000000).tileset->collision.end()){
return GetTileSheet(map,tileID%1000000).tileset->collision[tileID%1000000-GetTileSheet(map,tileID%1000000).firstgid+1].collision;
@ -1944,7 +1944,7 @@ geom2d::rect<int>AiL::GetTileCollision(MapName map,vf2d pos,bool upperLevel){
for(int counter=0;LayerTag&layer:MAP_DATA[map].LayerData){
//auto HasNoClass=[&](){return layer.tag.data.find("class")==layer.tag.data.end();};
if(counter!=bridgeLayerIndex){
int tileID=layer.tiles[int(pos.y)/game->GetCurrentMapData().tilewidth][int(pos.x)/game->GetCurrentMapData().tilewidth]-1;
int tileID=layer.tiles[int(pos.y)/GetCurrentMapData().tilewidth][int(pos.x)/GetCurrentMapData().tilewidth]-1;
if(tileID!=-1&&GetTileSheet(map,tileID%1000000).tileset->collision.find(tileID%1000000-GetTileSheet(map,tileID%1000000).firstgid+1)!=GetTileSheet(map,tileID%1000000).tileset->collision.end()){
geom2d::rect<int>collisionRect=GetTileSheet(map,tileID%1000000).tileset->collision[tileID%1000000-GetTileSheet(map,tileID%1000000).firstgid+1].collision;
if(foundRect.pos==NO_COLLISION.pos&&foundRect.size==NO_COLLISION.size){

@ -63,7 +63,7 @@ void State_OverworldMap::OnStateChange(GameState*prevState){
if(Menu::IsMenuOpen()){
Menu::CloseAllMenus();
}
game->GetPlayer()->SetPos(currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16});
game->GetPlayer()->ForceSetPos(currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16});
playerTargetPos=currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16};
game->GetPlayer()->UpdateWalkingAnimation(DOWN);
game->GetPlayer()->SetState(State::FORCE_WALK);

@ -13,9 +13,6 @@ Settings Menu
-Click on title screen should not process as input immediately.
-Investigate why frame rate matters for intro screen.
-Faster main menu screen transition
-Simplify map collision tiles by removing the requirement for hidden boundaries.
-Loading should happen on fadeout.
January 31st
============

@ -49,8 +49,12 @@ using Particle=TitleScreen::Particle;
std::vector<Particle>TitleScreen::particles;
TitleScreen::State TitleScreen::state=State::BUILDING;
const float TitleScreen::animationTime=16.0f;
const float TitleScreen::animationTime=5.0f;
float TitleScreen::currentAnimationTime=0.0f;
float TitleScreen::pixelMoveTime=0.0f;
TitleScreen::Particle::Particle(vf2d pos,float scale,Pixel col,float rot,vf2d targetPos)
:pos(pos),scale(scale),col(col),rot(rot),targetPos(targetPos),originalPos(pos){}
void TitleScreen::Initialize(){
Sprite*titleBackSpr=GFX["title_back.png"].Sprite();
@ -86,18 +90,20 @@ void TitleScreen::Reset(){
p.pos.x=util::random(game->ScreenWidth());
}break;
}
p.originalPos=p.pos;
p.rot=util::random(4*PI)-2*PI;
p.scale=util::random(5)+5;
}
currentAnimationTime=0.0f;
pixelMoveTime=currentAnimationTime=0.0f;
}
void TitleScreen::Update(){
pixelMoveTime=std::clamp(pixelMoveTime+game->GetElapsedTime(),0.f,3.f);
currentAnimationTime=std::clamp(currentAnimationTime+game->GetElapsedTime(),0.f,5.f);
switch(state){
case BUILDING:{
double t=currentAnimationTime/animationTime;
double t=pixelMoveTime/(animationTime-2);
for(Particle&p:particles){
p.pos=p.pos.lerp(p.targetPos,t);
p.pos=p.originalPos.lerp(p.targetPos,sqrt(t));
p.rot=util::lerp(p.rot,0,t);
p.scale=util::lerp(p.scale,1,t);
}

@ -47,6 +47,8 @@ public:
Pixel col;
float rot;
vf2d targetPos;
vf2d originalPos;
Particle(vf2d pos,float scale,Pixel col,float rot,vf2d targetPos);
};
enum State{
@ -56,6 +58,7 @@ public:
};
const static float animationTime;
static float pixelMoveTime;
const static float waitTime;
static float currentAnimationTime;

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 1
#define VERSION_BUILD 5556
#define VERSION_BUILD 5568
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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