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#include "camera_system.h"
#include "sprite.h"
#include "game.h"
#include "map.h"
void CameraSystem::tick(double dt) {
if (!locked_ && followingSprite_ != -1) {
const Sprite& follow = game_.getSprite(followingSprite_);
const Map& map = game_.getMap();
vec2i mapBounds = map.getMapSize() * map.getTileSize();
pos_ = follow.loc - vec2i{0, 16} - (fov_ / 2);
if (pos_.x() < 0) {
pos_.x() = 0;
}
if (pos_.y() < 0) {
pos_.y() = 0;
}
if (pos_.x() + fov_.w() >= mapBounds.w()) {
pos_.x() = mapBounds.w() - fov_.w() - 1;
}
if (pos_.y() + fov_.h() >= mapBounds.h()) {
pos_.y() = mapBounds.h() - fov_.h() - 1;
}
}
}
void CameraSystem::destroySprite(int spriteId) {
if (followingSprite_ == spriteId) {
followingSprite_ = -1;
}
}
void CameraSystem::clearSpriteCache() {
followingSprite_ = -1;
}
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