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5 Commits

Author SHA1 Message Date
d24f097223 attampt at adding zoom 2025-02-19 16:48:08 +01:00
d3cb22a278 change debuging 2025-02-19 11:21:43 +01:00
efecc44a52 better angle precision 2025-02-19 11:20:48 +01:00
4dd53284ca increase world size 2025-02-19 11:19:41 +01:00
32dd6dfce7 FIX Central_position metod 2025-02-19 10:28:20 +01:00
4 changed files with 83 additions and 29 deletions

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@ -3,10 +3,10 @@
#ifndef CONST_NS
#define CONST_NS
constexpr int SCREEN_WIDTH = 800;
constexpr int SCREEN_HEIGHT = 600;
constexpr int WORLD_WIDTH = 1600;
constexpr int WORLD_HEIGHT = 1200;
constexpr int SCREEN_WIDTH = 1600;
constexpr int SCREEN_HEIGHT = 1200;
constexpr int WORLD_WIDTH = 20000;
constexpr int WORLD_HEIGHT = 200000;
constexpr int TARGET_FPS = 60;
constexpr Uint64 TARGET_FRAME_TIME_NS = 1'000'000'000 / TARGET_FPS;

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@ -41,4 +41,6 @@ void init_entity(Entity &entity, SDL_Renderer *renderer, std::string type,
entities[type][name]["height"].get<int>()};
entity.speed = entities[type][name]["speed"].get<float>();
entity.gotoT = false;
}

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@ -7,6 +7,8 @@
#include <csignal>
#include <iostream>
#include <vector>
#include <ctime>
#include <iomanip>
std::vector<Entity *> loaded_entities;
sdl_session main_sdl_session;
@ -37,22 +39,40 @@ int main() {
Uint64 lastFrameTime = SDL_GetTicksNS();
float deltaTime = 0.0f;
time_t start_time = std::time(nullptr);
while (running) {
const Uint64 frameStart = SDL_GetTicksNS();
// Event handling
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_QUIT)
if (event.type == SDL_EVENT_QUIT) {
running = false;
}
if (event.type == SDL_EVENT_MOUSE_WHEEL) {
float zoom_factor = (event.wheel.y > 0) ? 0.9f : 1.1f;
camera.view.w *= zoom_factor;
camera.view.h *= zoom_factor;
// Zoom towards mouse position
SDL_FPoint mouse_world_pos = {
camera.view.x + event.wheel.mouse_x,
camera.view.y + event.wheel.mouse_y
};
camera.view.x = mouse_world_pos.x - (event.wheel.mouse_x * zoom_factor);
camera.view.y = mouse_world_pos.y - (event.wheel.mouse_y * zoom_factor);
}
if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
// Check specific button (e.g., left mouse button)
if (event.button.button == SDL_BUTTON_LEFT) {
printf("Left mouse clicked at (%.1f, %.1f)\nCamera position: (%.1f, "
"%.1f)\nTarget position: (%.1f, %.1f)\n",
event.button.x, event.button.y, camera.view.x, camera.view.y,
camera.view.x + event.button.x,
camera.view.y + event.button.y);
std::clog << "Left mouse clicked at ("
<< std::fixed << std::setprecision(1) << event.button.x << ", " << event.button.y << ")\n"
<< "Camera position: (" << camera.view.x << ", " << camera.view.y << ")\n"
<< "Target position: (" << (camera.view.x + event.button.x) << ", "
<< (camera.view.y + event.button.y) << ")\ntime since start: " << (std::time(nullptr) - start_time) << "\n";
destroyer.Tposition.x = camera.view.x + event.button.x;
destroyer.Tposition.y = camera.view.y + event.button.y;
destroyer.gotoT = true;
@ -70,6 +90,16 @@ int main() {
lastToggle = SDL_GetTicks();
}
//DEBUG
if (keystate[SDL_SCANCODE_B] && (SDL_GetTicks() - lastToggle > 200)) {
std::clog << "x: " << destroyer.position.x << " y: " << destroyer.position.y << "\n";
}
if (keystate[SDL_SCANCODE_O] && (SDL_GetTicks() - lastToggle > 200)) {
destroyer.position.x = 0;
destroyer.position.y = 0;
}
// Player movement
int moveX = keystate[SDL_SCANCODE_RIGHT] - keystate[SDL_SCANCODE_LEFT];
int moveY = keystate[SDL_SCANCODE_DOWN] - keystate[SDL_SCANCODE_UP];
@ -114,15 +144,14 @@ int main() {
float step = destroyer.speed * deltaTime;
destroyer.position.x += (float)moveX * step;
destroyer.position.y += (float)moveY * step;
std::clog << "step: " << step << "\n";
if (destroyer.gotoT) {
float dx = destroyer.Tposition.x - destroyer.Central_position().x;
float dy = destroyer.Tposition.y - destroyer.Central_position().y;
destroyer.angle = std::atan2(dy, dx) * 180 / M_PI + 90;
std::clog << "angle: " << destroyer.angle
<< "\ncalc: " << std::atan2(dy, dx) * 180 / M_PI << "\n";
if(dx != 0 && dy != 0) {
destroyer.angle = std::atan2(dy, dx) * 180 / M_PI + 90;
}
float distance = std::sqrt(dx * dx + dy * dy);
if (distance > 0) {
@ -143,7 +172,10 @@ int main() {
}
}
// Camera movement
// Camera handling
camera.view.w = SCREEN_WIDTH / camera.zoom;
camera.view.h = SCREEN_HEIGHT / camera.zoom;
if (camera.followPlayer) {
float targetX =
destroyer.position.x + destroyer.position.w / 2 - camera.view.w / 2;
@ -163,9 +195,11 @@ int main() {
WORLD_WIDTH - destroyer.position.w);
destroyer.position.y = SDL_clamp(destroyer.position.y, 0.0f,
WORLD_HEIGHT - destroyer.position.h);
camera.view.w = SDL_clamp(camera.view.w, SCREEN_WIDTH * camera.zoom, SCREEN_WIDTH * 4.0f);
camera.view.h = SDL_clamp(camera.view.h,SCREEN_HEIGHT * camera.zoom,SCREEN_HEIGHT * 4.0f);
camera.view.x = SDL_clamp(camera.view.x, 0.0f, WORLD_WIDTH - camera.view.w);
camera.view.y =
SDL_clamp(camera.view.y, 0.0f, WORLD_HEIGHT - camera.view.h);
camera.view.y = SDL_clamp(camera.view.y, 0.0f, WORLD_HEIGHT - camera.view.h);
// ANIMATION HERE

View File

@ -3,39 +3,40 @@
#include <SDL3_image/SDL_image.h>
#include <iostream>
#include <optional>
#include <cmath>
#ifndef TYPES_NS
#define TYPES_NS
struct Angle360 {
struct Angle {
private:
int value{0};
float value{0};
void normalize() {
value %= 360;
value = std::fmod(value, 360);
if (value < 0)
value += 360; // Handle negative values
}
public:
// Constructor
Angle360(int val = 0) : value(val) { normalize(); }
Angle(int val = 0) : value(val) { normalize(); }
// Assignment operator
Angle360 &operator=(int val) {
Angle &operator=(int val) {
value = val;
normalize();
return *this;
}
// Compound assignment
Angle360 &operator+=(int rhs) {
Angle &operator+=(int rhs) {
value += rhs;
normalize();
return *this;
}
Angle360 &operator-=(int rhs) {
Angle &operator-=(int rhs) {
value -= rhs;
normalize();
return *this;
@ -45,7 +46,7 @@ public:
operator int() const { return value; }
// Stream output
friend std::ostream &operator<<(std::ostream &os, const Angle360 &a) {
friend std::ostream &operator<<(std::ostream &os, const Angle &a) {
return os << a.value;
}
};
@ -58,18 +59,18 @@ struct basic_cords {
struct Entity {
SDL_FRect position;
SDL_FRect Tposition;
bool gotoT;
bool gotoT = false;
SDL_Texture *texture;
SDL_Rect srcRect;
float speed;
Angle360 angle = 0;
Angle angle = 0;
basic_cords Central_position(std::optional<float> x = std::nullopt,
std::optional<float> y = std::nullopt) {
if (x != NULL) {
if (x != std::nullopt) {
position.x = *x - position.w / 2;
}
if (y != NULL) {
if (y != std::nullopt) {
position.y = *y - position.h / 2;
}
@ -79,9 +80,26 @@ struct Entity {
struct Camera {
SDL_FRect view = {0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT};
basic_cords Center_of_view(std::optional<float> x = std::nullopt,
std::optional<float> y = std::nullopt) {
if (x != std::nullopt) {
view.x = *x - view.w / 2;
}
if (y != std::nullopt) {
view.y = *y - view.h / 2;
}
return {view.x + view.w / 2, view.y + view.h / 2};
}
bool followPlayer = false;
float speed = 500.0f;
float smoothness = 0.1f;
float zoom = 1.0f;
float minZoom = 0.5f;
float maxZoom = 3.0f;
float zoomSpeed = 0.1f;
};
struct sdl_session {