feat: implement SMSG_CAMERA_SHAKE with sinusoidal camera shake effect

- Add triggerShake(magnitude, frequency, duration) to CameraController
- Apply envelope-decaying sinusoidal XYZ offset to camera in update()
- Handle SMSG_CAMERA_SHAKE opcode in GameHandler dispatch
- Translate shakeId to magnitude (minor <50: 0.04, larger: 0.08 world units)
- Wire CameraShakeCallback from GameHandler through to CameraController
- Shake uses 18Hz oscillation with 30% fade-out envelope at end of duration
This commit is contained in:
Kelsi 2026-03-12 19:37:53 -07:00
parent 214c1a9ff8
commit 9aa4b223dc
5 changed files with 70 additions and 0 deletions

View file

@ -882,6 +882,11 @@ public:
using KnockBackCallback = std::function<void(float vcos, float vsin, float hspeed, float vspeed)>;
void setKnockBackCallback(KnockBackCallback cb) { knockBackCallback_ = std::move(cb); }
// Camera shake callback: called when server sends SMSG_CAMERA_SHAKE.
// Parameters: magnitude (world units), frequency (Hz), duration (seconds).
using CameraShakeCallback = std::function<void(float magnitude, float frequency, float duration)>;
void setCameraShakeCallback(CameraShakeCallback cb) { cameraShakeCallback_ = std::move(cb); }
// Unstuck callback (resets player Z to floor height)
using UnstuckCallback = std::function<void()>;
void setUnstuckCallback(UnstuckCallback cb) { unstuckCallback_ = std::move(cb); }
@ -2323,6 +2328,7 @@ private:
// ---- Phase 3: Spells ----
WorldEntryCallback worldEntryCallback_;
KnockBackCallback knockBackCallback_;
CameraShakeCallback cameraShakeCallback_;
UnstuckCallback unstuckCallback_;
UnstuckCallback unstuckGyCallback_;
UnstuckCallback unstuckHearthCallback_;