mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
147 lines
4.9 KiB
C#
147 lines
4.9 KiB
C#
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.Map
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{
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public class Camera
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{
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public Matrix TransformMatrix => Matrix.CreateScale(Scale) *
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Matrix.CreateTranslation(new Vector3(-RoundX, -RoundY, 0)) *
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Matrix.CreateTranslation(new Vector3((int)(_viewportWidth * 0.5f), (int)(_viewportHeight * 0.5f), 0)) *
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Game1.GameManager.GetMatrix;
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public Vector2 Location;
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public Vector2 MoveLocation;
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// this is needed so there is no texture bleeding while rendering the game
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public float RoundX => (int)Math.Round(Location.X + ShakeOffsetX * Scale, MidpointRounding.AwayFromZero);
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public float RoundY => (int)Math.Round(Location.Y + ShakeOffsetY * Scale, MidpointRounding.AwayFromZero);
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public float Scale = 4;
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public float ShakeOffsetX;
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public float ShakeOffsetY;
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public float CameraFollowMultiplier = 1;
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public int X => (int)Math.Round(Location.X + ShakeOffsetX * Scale);
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public int Y => (int)Math.Round(Location.Y + ShakeOffsetY * Scale);
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private Vector2 _cameraDistance;
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private int _viewportWidth;
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private int _viewportHeight;
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public void SetBounds(int viewportWidth, int viewportHeight)
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{
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_viewportWidth = viewportWidth;
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_viewportHeight = viewportHeight;
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}
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public Rectangle GetCameraRectangle()
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{
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var rectangle = new Rectangle(
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(int)RoundX - _viewportWidth / 2,
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(int)RoundY - _viewportHeight / 2,
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_viewportWidth, _viewportHeight);
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return rectangle;
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}
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public Rectangle GetGameView()
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{
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var rectangle = new Rectangle(
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(int)(RoundX / Scale) - (int)(_viewportWidth / 2 / Scale),
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(int)(RoundY / Scale) - (int)(_viewportHeight / 2 / Scale),
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(int)(_viewportWidth / Scale), (int)(_viewportHeight / Scale));
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return rectangle;
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}
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public Rectangle GetGameViewBig()
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{
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var rectangle = new Rectangle(
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(int)(RoundX / Scale) - Values.MinWidth,
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(int)(RoundY / Scale) - Values.MinHeight,
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Values.MinWidth * 2, Values.MinHeight * 2);
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return rectangle;
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}
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public void Center(Vector2 position, bool moveX, bool moveY)
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{
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if (!GameSettings.SmoothCamera)
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{
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Location = position;
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return;
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}
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var direction = position - MoveLocation;
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if (direction != Vector2.Zero)
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{
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var distance = direction.Length() / Scale * CameraFollowMultiplier;
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var speedMult = CameraFunction(distance / 12.5f);
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direction.Normalize();
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var cameraSpeed = direction * speedMult * Scale * Game1.TimeMultiplier;
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if (moveX)
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MoveLocation.X += cameraSpeed.X;
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if (moveY)
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MoveLocation.Y += cameraSpeed.Y;
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if (distance <= 0.1f * Game1.TimeMultiplier)
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MoveLocation = position;
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}
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// this is needed so the player does not wiggle around while the camera is following him
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if (moveX)
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_cameraDistance.X = position.X - MoveLocation.X;
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if (moveY)
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_cameraDistance.Y = position.Y - MoveLocation.Y;
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Location = new Vector2((int)Math.Round(position.X), (int)Math.Round(position.Y)) - _cameraDistance;
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}
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private float CameraFunction(float x)
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{
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var y = MathF.Atan(x);
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if (x > 2)
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y += (x - 2) / 2;
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return y + 0.1f;
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}
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public void ForceUpdate(Vector2 lockPosition)
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{
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MoveLocation = lockPosition;
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Location = lockPosition;
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}
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public void SoftUpdate(Vector2 position)
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{
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MoveLocation = position - _cameraDistance;
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Location = position;
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}
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public void OffsetCameraDistance(Vector2 offset)
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{
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_cameraDistance += offset;
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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if (!Game1.DebugMode)
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return;
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var size = 10;
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spriteBatch.Draw(Resources.SprWhite, new Rectangle(
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Game1.WindowWidthEnd / 2 - (int)(size * Scale),
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Game1.WindowHeightEnd / 2 - (int)(size * Scale),
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(int)(size * Scale * 2),
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(int)(size * Scale * 2)), Color.Pink * 0.25f);
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}
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}
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}
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