mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Add one-time spawn camera pan
This commit is contained in:
parent
8bd60c3320
commit
5401683a8d
5 changed files with 81 additions and 7 deletions
|
|
@ -183,6 +183,7 @@ public:
|
|||
int sfxVolume = 100;
|
||||
float mouseSensitivity = 0.2f;
|
||||
bool invertMouse = false;
|
||||
bool introSeen = false;
|
||||
};
|
||||
bool getSinglePlayerSettings(SinglePlayerSettings& out) const;
|
||||
void setSinglePlayerSettings(const SinglePlayerSettings& settings);
|
||||
|
|
|
|||
|
|
@ -41,6 +41,8 @@ public:
|
|||
}
|
||||
|
||||
void reset();
|
||||
void startIntroPan(float durationSec = 2.5f, float orbitDegrees = 120.0f);
|
||||
bool isIntroActive() const { return introActive; }
|
||||
|
||||
float getMovementSpeed() const { return movementSpeed; }
|
||||
const glm::vec3& getDefaultPosition() const { return defaultPosition; }
|
||||
|
|
@ -178,6 +180,14 @@ private:
|
|||
glm::vec3 defaultPosition = glm::vec3(-9464.0f, 62.0f, 200.0f);
|
||||
float defaultYaw = 0.0f;
|
||||
float defaultPitch = -5.0f;
|
||||
|
||||
// Spawn intro camera pan
|
||||
bool introActive = false;
|
||||
float introTimer = 0.0f;
|
||||
float introDuration = 0.0f;
|
||||
float introStartYaw = 0.0f;
|
||||
float introOrbitDegrees = 0.0f;
|
||||
float introPitch = -10.0f;
|
||||
};
|
||||
|
||||
} // namespace rendering
|
||||
|
|
|
|||
|
|
@ -1155,7 +1155,28 @@ void Application::startSinglePlayer() {
|
|||
|
||||
if (gameHandler && renderer && window) {
|
||||
game::GameHandler::SinglePlayerSettings settings;
|
||||
if (gameHandler->getSinglePlayerSettings(settings)) {
|
||||
bool hasSettings = gameHandler->getSinglePlayerSettings(settings);
|
||||
if (!hasSettings) {
|
||||
settings.fullscreen = window->isFullscreen();
|
||||
settings.vsync = window->isVsyncEnabled();
|
||||
settings.shadows = renderer->areShadowsEnabled();
|
||||
settings.resWidth = window->getWidth();
|
||||
settings.resHeight = window->getHeight();
|
||||
if (auto* music = renderer->getMusicManager()) {
|
||||
settings.musicVolume = music->getVolume();
|
||||
}
|
||||
if (auto* footstep = renderer->getFootstepManager()) {
|
||||
settings.sfxVolume = static_cast<int>(footstep->getVolumeScale() * 100.0f + 0.5f);
|
||||
}
|
||||
if (auto* cameraController = renderer->getCameraController()) {
|
||||
settings.mouseSensitivity = cameraController->getMouseSensitivity();
|
||||
settings.invertMouse = cameraController->isInvertMouse();
|
||||
}
|
||||
settings.introSeen = false;
|
||||
gameHandler->setSinglePlayerSettings(settings);
|
||||
hasSettings = true;
|
||||
}
|
||||
if (hasSettings) {
|
||||
window->setVsync(settings.vsync);
|
||||
window->setFullscreen(settings.fullscreen);
|
||||
if (settings.resWidth > 0 && settings.resHeight > 0) {
|
||||
|
|
@ -1175,6 +1196,11 @@ void Application::startSinglePlayer() {
|
|||
if (auto* cameraController = renderer->getCameraController()) {
|
||||
cameraController->setMouseSensitivity(settings.mouseSensitivity);
|
||||
cameraController->setInvertMouse(settings.invertMouse);
|
||||
if (!settings.introSeen) {
|
||||
cameraController->startIntroPan(2.8f, 140.0f);
|
||||
settings.introSeen = true;
|
||||
gameHandler->setSinglePlayerSettings(settings);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -204,9 +204,12 @@ struct SinglePlayerSqlite {
|
|||
" music_volume INTEGER,"
|
||||
" sfx_volume INTEGER,"
|
||||
" mouse_sensitivity REAL,"
|
||||
" invert_mouse INTEGER"
|
||||
" invert_mouse INTEGER,"
|
||||
" intro_seen INTEGER"
|
||||
");";
|
||||
return exec(kSchema);
|
||||
bool ok = exec(kSchema);
|
||||
exec("ALTER TABLE character_settings ADD COLUMN intro_seen INTEGER DEFAULT 0;");
|
||||
return ok;
|
||||
}
|
||||
};
|
||||
|
||||
|
|
@ -1636,7 +1639,7 @@ bool GameHandler::loadSinglePlayerCharacterState(uint64_t guid) {
|
|||
spLastDirtyOrientation_ = movementInfo.orientation;
|
||||
|
||||
const char* sqlSettings =
|
||||
"SELECT fullscreen, vsync, shadows, res_w, res_h, music_volume, sfx_volume, mouse_sensitivity, invert_mouse "
|
||||
"SELECT fullscreen, vsync, shadows, res_w, res_h, music_volume, sfx_volume, mouse_sensitivity, invert_mouse, intro_seen "
|
||||
"FROM character_settings WHERE guid=?;";
|
||||
if (sqlite3_prepare_v2(sp.db, sqlSettings, -1, &stmt, nullptr) == SQLITE_OK) {
|
||||
sqlite3_bind_int64(stmt, 1, static_cast<sqlite3_int64>(guid));
|
||||
|
|
@ -1650,6 +1653,7 @@ bool GameHandler::loadSinglePlayerCharacterState(uint64_t guid) {
|
|||
spSettings_.sfxVolume = sqlite3_column_int(stmt, 6);
|
||||
spSettings_.mouseSensitivity = static_cast<float>(sqlite3_column_double(stmt, 7));
|
||||
spSettings_.invertMouse = sqlite3_column_int(stmt, 8) != 0;
|
||||
spSettings_.introSeen = sqlite3_column_int(stmt, 9) != 0;
|
||||
spSettingsLoaded_ = true;
|
||||
}
|
||||
sqlite3_finalize(stmt);
|
||||
|
|
@ -1810,13 +1814,13 @@ void GameHandler::saveSinglePlayerCharacterState(bool force) {
|
|||
if (spSettingsLoaded_ && (force || (spDirtyFlags_ & SP_DIRTY_SETTINGS))) {
|
||||
const char* upsertSettings =
|
||||
"INSERT INTO character_settings "
|
||||
"(guid, fullscreen, vsync, shadows, res_w, res_h, music_volume, sfx_volume, mouse_sensitivity, invert_mouse) "
|
||||
"VALUES (?,?,?,?,?,?,?,?,?,?) "
|
||||
"(guid, fullscreen, vsync, shadows, res_w, res_h, music_volume, sfx_volume, mouse_sensitivity, invert_mouse, intro_seen) "
|
||||
"VALUES (?,?,?,?,?,?,?,?,?,?,?) "
|
||||
"ON CONFLICT(guid) DO UPDATE SET "
|
||||
"fullscreen=excluded.fullscreen, vsync=excluded.vsync, shadows=excluded.shadows, "
|
||||
"res_w=excluded.res_w, res_h=excluded.res_h, music_volume=excluded.music_volume, "
|
||||
"sfx_volume=excluded.sfx_volume, mouse_sensitivity=excluded.mouse_sensitivity, "
|
||||
"invert_mouse=excluded.invert_mouse;";
|
||||
"invert_mouse=excluded.invert_mouse, intro_seen=excluded.intro_seen;";
|
||||
if (sqlite3_prepare_v2(sp.db, upsertSettings, -1, &stmt, nullptr) == SQLITE_OK) {
|
||||
sqlite3_bind_int64(stmt, 1, static_cast<sqlite3_int64>(activeCharacterGuid_));
|
||||
sqlite3_bind_int(stmt, 2, spSettings_.fullscreen ? 1 : 0);
|
||||
|
|
@ -1828,6 +1832,7 @@ void GameHandler::saveSinglePlayerCharacterState(bool force) {
|
|||
sqlite3_bind_int(stmt, 8, spSettings_.sfxVolume);
|
||||
sqlite3_bind_double(stmt, 9, spSettings_.mouseSensitivity);
|
||||
sqlite3_bind_int(stmt, 10, spSettings_.invertMouse ? 1 : 0);
|
||||
sqlite3_bind_int(stmt, 11, spSettings_.introSeen ? 1 : 0);
|
||||
sqlite3_step(stmt);
|
||||
sqlite3_finalize(stmt);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -56,6 +56,17 @@ CameraController::CameraController(Camera* cam) : camera(cam) {
|
|||
reset();
|
||||
}
|
||||
|
||||
void CameraController::startIntroPan(float durationSec, float orbitDegrees) {
|
||||
if (!camera) return;
|
||||
introActive = true;
|
||||
introTimer = 0.0f;
|
||||
introDuration = std::max(0.5f, durationSec);
|
||||
introStartYaw = yaw;
|
||||
introOrbitDegrees = orbitDegrees;
|
||||
introPitch = pitch;
|
||||
thirdPerson = true;
|
||||
}
|
||||
|
||||
void CameraController::update(float deltaTime) {
|
||||
if (!enabled || !camera) {
|
||||
return;
|
||||
|
|
@ -77,6 +88,24 @@ void CameraController::update(float deltaTime) {
|
|||
bool ctrlDown = !uiWantsKeyboard && (input.isKeyPressed(SDL_SCANCODE_LCTRL) || input.isKeyPressed(SDL_SCANCODE_RCTRL));
|
||||
bool nowJump = !uiWantsKeyboard && !sitting && input.isKeyPressed(SDL_SCANCODE_SPACE);
|
||||
|
||||
if (introActive) {
|
||||
if (leftMouseDown || rightMouseDown || keyW || keyS || keyA || keyD || keyQ || keyE || nowJump) {
|
||||
introActive = false;
|
||||
} else {
|
||||
introTimer += deltaTime;
|
||||
float t = (introDuration > 0.0f) ? std::min(introTimer / introDuration, 1.0f) : 1.0f;
|
||||
yaw = introStartYaw + introOrbitDegrees * t;
|
||||
pitch = introPitch;
|
||||
camera->setRotation(yaw, pitch);
|
||||
facingYaw = yaw;
|
||||
if (t >= 1.0f) {
|
||||
introActive = false;
|
||||
}
|
||||
}
|
||||
// Suppress player movement/input during intro.
|
||||
keyW = keyS = keyA = keyD = keyQ = keyE = nowJump = false;
|
||||
}
|
||||
|
||||
bool mouseAutorun = !uiWantsKeyboard && !sitting && leftMouseDown && rightMouseDown;
|
||||
bool nowForward = keyW || mouseAutorun;
|
||||
bool nowBackward = keyS;
|
||||
|
|
@ -959,6 +988,9 @@ void CameraController::processMouseMotion(const SDL_MouseMotionEvent& event) {
|
|||
if (!enabled || !camera) {
|
||||
return;
|
||||
}
|
||||
if (introActive) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!mouseButtonDown) {
|
||||
return;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue