added viewport smoothing
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90996115f1
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d452678344
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@ -29,6 +29,10 @@ export default class Vec2 {
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this.vec[1] = y;
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this.vec[1] = y;
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}
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}
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static get ZERO() {
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return new Vec2(0, 0);
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}
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/**
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/**
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* The squared magnitude of the vector
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* The squared magnitude of the vector
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*/
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*/
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@ -3,6 +3,7 @@ import Vec4 from "../DataTypes/Vec4";
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import GameNode from "../Nodes/GameNode";
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import GameNode from "../Nodes/GameNode";
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import CanvasNode from "../Nodes/CanvasNode";
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import CanvasNode from "../Nodes/CanvasNode";
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import MathUtils from "../Utils/MathUtils";
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import MathUtils from "../Utils/MathUtils";
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import Queue from "../DataTypes/Queue";
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export default class Viewport {
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export default class Viewport {
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private position: Vec2;
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private position: Vec2;
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@ -10,10 +11,22 @@ export default class Viewport {
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private bounds: Vec4;
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private bounds: Vec4;
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private following: GameNode;
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private following: GameNode;
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/**
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* A queue of previous positions of what this viewport is following. Used for smoothing viewport movement
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*/
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private lastPositions: Queue<Vec2>;
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/**
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* The number of previous positions this viewport tracks
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*/
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private smoothingFactor: number;
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constructor(){
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constructor(){
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this.position = new Vec2(0, 0);
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this.position = new Vec2(0, 0);
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this.size = new Vec2(0, 0);
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this.size = new Vec2(0, 0);
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this.bounds = new Vec4(0, 0, 0, 0);
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this.bounds = new Vec4(0, 0, 0, 0);
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this.lastPositions = new Queue();
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this.smoothingFactor = 10;
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}
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}
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/**
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/**
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@ -29,11 +42,15 @@ export default class Viewport {
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* @param y
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* @param y
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*/
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*/
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setPosition(vecOrX: Vec2 | number, y: number = null): void {
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setPosition(vecOrX: Vec2 | number, y: number = null): void {
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let pos: Vec2;
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if(vecOrX instanceof Vec2){
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if(vecOrX instanceof Vec2){
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this.position.set(vecOrX.x, vecOrX.y);
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pos = vecOrX;
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} else {
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} else {
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this.position.set(vecOrX, y);
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pos = new Vec2(vecOrX, y);
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}
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}
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this.lastPositions.clear();
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this.lastPositions.enqueue(pos);
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}
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}
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/**
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/**
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@ -56,6 +73,15 @@ export default class Viewport {
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}
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}
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}
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}
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/**
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* Sets the smoothing factor for the viewport movement.
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* @param smoothingFactor The smoothing factor for the viewport
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*/
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setSmoothingFactor(smoothingFactor: number): void {
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if(smoothingFactor < 1) smoothingFactor = 1;
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this.smoothingFactor = smoothingFactor;
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}
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/**
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/**
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* Returns true if the CanvasNode is inside of the viewport
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* Returns true if the CanvasNode is inside of the viewport
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* @param node
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* @param node
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@ -99,9 +125,20 @@ export default class Viewport {
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update(deltaT: number): void {
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update(deltaT: number): void {
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// If viewport is following an object
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// If viewport is following an object
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if(this.following){
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if(this.following){
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// Update our list of previous positions
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this.lastPositions.enqueue(this.following.getPosition().clone());
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if(this.lastPositions.getSize() > this.smoothingFactor){
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this.lastPositions.dequeue();
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}
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// Get the average of the last 10 positions
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let pos = Vec2.ZERO;
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this.lastPositions.forEach(position => pos.add(position));
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pos.scale(1/this.lastPositions.getSize());
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// Set this position either to the object or to its bounds
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// Set this position either to the object or to its bounds
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this.position.x = this.following.getPosition().x - this.size.x/2;
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this.position.x = pos.x - this.size.x/2;
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this.position.y = this.following.getPosition().y - this.size.y/2;
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this.position.y = pos.y - this.size.y/2;
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let [min, max] = this.bounds.split();
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let [min, max] = this.bounds.split();
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this.position.x = MathUtils.clamp(this.position.x, min.x, max.x - this.size.x);
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this.position.x = MathUtils.clamp(this.position.x, min.x, max.x - this.size.x);
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this.position.y = MathUtils.clamp(this.position.y, min.y, max.y - this.size.y);
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this.position.y = MathUtils.clamp(this.position.y, min.y, max.y - this.size.y);
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