Add one-time spawn camera pan

This commit is contained in:
Kelsi 2026-02-05 18:06:52 -08:00
parent 8bd60c3320
commit 5401683a8d
5 changed files with 81 additions and 7 deletions

View file

@ -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);

View file

@ -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

View file

@ -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);
}
}
}
}

View file

@ -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);
}

View file

@ -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;