Added auto camera setting

This commit is contained in:
Joshua Barretto 2021-04-05 23:24:31 +01:00
parent 25f18229d3
commit 60e2ed3e7d
7 changed files with 84 additions and 22 deletions

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@ -20,6 +20,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Buy and sell prices in tooltips when trading with a merchant now have colors. - Buy and sell prices in tooltips when trading with a merchant now have colors.
- Attacks now emit sound effects from the target on hit. - Attacks now emit sound effects from the target on hit.
- Crafting menu tabs - Crafting menu tabs
- Auto camera setting, making the game easier to play with one hand
### Changed ### Changed

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@ -49,6 +49,7 @@
"hud.settings.auto_walk_behavior": "Auto walk behavior", "hud.settings.auto_walk_behavior": "Auto walk behavior",
"hud.settings.camera_clamp_behavior": "Camera clamp behavior", "hud.settings.camera_clamp_behavior": "Camera clamp behavior",
"hud.settings.stop_auto_walk_on_input": "Stop auto walk on movement", "hud.settings.stop_auto_walk_on_input": "Stop auto walk on movement",
"hud.settings.auto_camera": "Auto camera",
"hud.settings.reset_gameplay": "Reset to Defaults", "hud.settings.reset_gameplay": "Reset to Defaults",
"hud.settings.view_distance": "View Distance", "hud.settings.view_distance": "View Distance",

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@ -434,6 +434,7 @@ pub enum Event {
ChangeAutoWalkBehavior(PressBehavior), ChangeAutoWalkBehavior(PressBehavior),
ChangeCameraClampBehavior(PressBehavior), ChangeCameraClampBehavior(PressBehavior),
ChangeStopAutoWalkOnInput(bool), ChangeStopAutoWalkOnInput(bool),
ChangeAutoCamera(bool),
CraftRecipe(String), CraftRecipe(String),
InviteMember(Uid), InviteMember(Uid),
AcceptInvite, AcceptInvite,
@ -2663,6 +2664,9 @@ impl Hud {
settings_window::Event::ChangeStopAutoWalkOnInput(state) => { settings_window::Event::ChangeStopAutoWalkOnInput(state) => {
events.push(Event::ChangeStopAutoWalkOnInput(state)); events.push(Event::ChangeStopAutoWalkOnInput(state));
}, },
settings_window::Event::ChangeAutoCamera(state) => {
events.push(Event::ChangeAutoCamera(state));
},
settings_window::Event::ResetInterfaceSettings => { settings_window::Event::ResetInterfaceSettings => {
self.show.help = false; self.show.help = false;
self.show.debug = false; self.show.debug = false;

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@ -243,6 +243,8 @@ widget_ids! {
camera_clamp_behavior_list, camera_clamp_behavior_list,
stop_auto_walk_on_input_button, stop_auto_walk_on_input_button,
stop_auto_walk_on_input_label, stop_auto_walk_on_input_label,
auto_camera_button,
auto_camera_label,
} }
} }
@ -350,6 +352,7 @@ pub enum Event {
ChangeAutoWalkBehavior(PressBehavior), ChangeAutoWalkBehavior(PressBehavior),
ChangeCameraClampBehavior(PressBehavior), ChangeCameraClampBehavior(PressBehavior),
ChangeStopAutoWalkOnInput(bool), ChangeStopAutoWalkOnInput(bool),
ChangeAutoCamera(bool),
} }
#[derive(Clone)] #[derive(Clone)]
@ -1703,7 +1706,7 @@ impl<'a> Widget for SettingsWindow<'a> {
self.imgs.checkbox_checked, self.imgs.checkbox_checked,
) )
.w_h(18.0, 18.0) .w_h(18.0, 18.0)
.right_from(state.ids.auto_walk_behavior_text, 80.0) .down_from(state.ids.smooth_pan_toggle_button, 8.0)
.hover_images(self.imgs.checkbox_mo, self.imgs.checkbox_checked_mo) .hover_images(self.imgs.checkbox_mo, self.imgs.checkbox_checked_mo)
.press_images(self.imgs.checkbox_press, self.imgs.checkbox_checked) .press_images(self.imgs.checkbox_press, self.imgs.checkbox_checked)
.set(state.ids.stop_auto_walk_on_input_button, ui); .set(state.ids.stop_auto_walk_on_input_button, ui);
@ -1728,6 +1731,32 @@ impl<'a> Widget for SettingsWindow<'a> {
.color(TEXT_COLOR) .color(TEXT_COLOR)
.set(state.ids.stop_auto_walk_on_input_label, ui); .set(state.ids.stop_auto_walk_on_input_label, ui);
// Auto-camera toggle
let auto_camera_toggle = ToggleButton::new(
self.global_state.settings.gameplay.auto_camera,
self.imgs.checkbox,
self.imgs.checkbox_checked,
)
.w_h(18.0, 18.0)
.down_from(state.ids.stop_auto_walk_on_input_button, 8.0)
.hover_images(self.imgs.checkbox_mo, self.imgs.checkbox_checked_mo)
.press_images(self.imgs.checkbox_press, self.imgs.checkbox_checked)
.set(state.ids.auto_camera_button, ui);
if self.global_state.settings.gameplay.auto_camera != auto_camera_toggle {
events.push(Event::ChangeAutoCamera(
!self.global_state.settings.gameplay.auto_camera,
));
}
Text::new(&self.localized_strings.get("hud.settings.auto_camera"))
.right_from(state.ids.auto_camera_button, 10.0)
.font_size(self.fonts.cyri.scale(14))
.font_id(self.fonts.cyri.conrod_id)
.graphics_for(state.ids.auto_camera_button)
.color(TEXT_COLOR)
.set(state.ids.auto_camera_label, ui);
// Reset the gameplay settings to the default settings // Reset the gameplay settings to the default settings
if Button::image(self.imgs.button) if Button::image(self.imgs.button)
.w_h(RESET_BUTTONS_WIDTH, RESET_BUTTONS_HEIGHT) .w_h(RESET_BUTTONS_WIDTH, RESET_BUTTONS_HEIGHT)

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@ -52,6 +52,17 @@ pub struct Camera {
frustum: Frustum<f32>, frustum: Frustum<f32>,
} }
fn clamp_and_modulate(ori: Vec3<f32>) -> Vec3<f32> {
Vec3 {
// Wrap camera yaw
x: ori.x.rem_euclid(2.0 * PI),
// Clamp camera pitch to the vertical limits
y: ori.y.min(PI / 2.0 - 0.0001).max(-PI / 2.0 + 0.0001),
// Wrap camera roll
z: ori.z.rem_euclid(2.0 * PI),
}
}
impl Camera { impl Camera {
/// Create a new `Camera` with default parameters. /// Create a new `Camera` with default parameters.
pub fn new(aspect: f32, mode: CameraMode) -> Self { pub fn new(aspect: f32, mode: CameraMode) -> Self {
@ -156,23 +167,12 @@ impl Camera {
} }
/// Set the orientation of the camera about its focus. /// Set the orientation of the camera about its focus.
pub fn set_orientation(&mut self, ori: Vec3<f32>) { pub fn set_orientation(&mut self, ori: Vec3<f32>) { self.tgt_ori = clamp_and_modulate(ori); }
// Wrap camera yaw
self.tgt_ori.x = ori.x.rem_euclid(2.0 * PI);
// Clamp camera pitch to the vertical limits
self.tgt_ori.y = ori.y.min(PI / 2.0 - 0.0001).max(-PI / 2.0 + 0.0001);
// Wrap camera roll
self.tgt_ori.z = ori.z.rem_euclid(2.0 * PI);
}
/// Set the orientation of the camera about its focus without lerping. /// Set the orientation of the camera about its focus without lerping.
pub fn set_ori_instant(&mut self, ori: Vec3<f32>) { pub fn set_orientation_instant(&mut self, ori: Vec3<f32>) {
// Wrap camera yaw self.set_orientation(ori);
self.ori.x = ori.x.rem_euclid(2.0 * PI); self.ori = self.tgt_ori;
// Clamp camera pitch to the vertical limits
self.ori.y = ori.y.min(PI / 2.0 - 0.0001).max(-PI / 2.0 + 0.0001);
// Wrap camera roll
self.ori.z = ori.z.rem_euclid(2.0 * PI);
} }
/// Zoom the camera by the given delta, limiting the input accordingly. /// Zoom the camera by the given delta, limiting the input accordingly.
@ -249,15 +249,16 @@ impl Camera {
Lerp::lerp(a, b + *offs, rate) Lerp::lerp(a, b + *offs, rate)
}; };
if smoothing_enabled { let ori = if smoothing_enabled {
self.set_ori_instant(Vec3::new( Vec3::new(
lerp_angle(self.ori.x, self.tgt_ori.x, LERP_ORI_RATE * dt), lerp_angle(self.ori.x, self.tgt_ori.x, LERP_ORI_RATE * dt),
Lerp::lerp(self.ori.y, self.tgt_ori.y, LERP_ORI_RATE * dt), Lerp::lerp(self.ori.y, self.tgt_ori.y, LERP_ORI_RATE * dt),
lerp_angle(self.ori.z, self.tgt_ori.z, LERP_ORI_RATE * dt), lerp_angle(self.ori.z, self.tgt_ori.z, LERP_ORI_RATE * dt),
)); )
} else { } else {
self.set_ori_instant(self.tgt_ori) self.tgt_ori
}; };
self.ori = clamp_and_modulate(ori);
} }
pub fn interp_time(&self) -> f32 { pub fn interp_time(&self) -> f32 {

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@ -732,6 +732,27 @@ impl PlayState for SessionState {
// Get the current state of movement related inputs // Get the current state of movement related inputs
let input_vec = self.key_state.dir_vec(); let input_vec = self.key_state.dir_vec();
let (axis_right, axis_up) = (input_vec[0], input_vec[1]); let (axis_right, axis_up) = (input_vec[0], input_vec[1]);
let dt = global_state.clock.get_stable_dt().as_secs_f32();
// Auto camera mode
if global_state.settings.gameplay.auto_camera
&& matches!(
self.scene.camera().get_mode(),
camera::CameraMode::ThirdPerson | camera::CameraMode::FirstPerson
)
&& input_vec.magnitude_squared() > 0.0
{
let camera = self.scene.camera_mut();
let ori = camera.get_orientation();
camera.set_orientation_instant(Vec3::new(
ori.x
+ input_vec.x
* (3.0 - input_vec.y * 1.5 * if is_aiming { 1.5 } else { 1.0 })
* dt,
std::f32::consts::PI * if is_aiming { 0.015 } else { 0.1 },
0.0,
));
}
match self.scene.camera().get_mode() { match self.scene.camera().get_mode() {
camera::CameraMode::FirstPerson | camera::CameraMode::ThirdPerson => { camera::CameraMode::FirstPerson | camera::CameraMode::ThirdPerson => {
@ -753,7 +774,6 @@ impl PlayState for SessionState {
let right = self.scene.camera().right(); let right = self.scene.camera().right();
let dir = right * axis_right + forward * axis_up; let dir = right * axis_right + forward * axis_up;
let dt = global_state.clock.get_stable_dt().as_secs_f32();
if self.freefly_vel.magnitude_squared() > 0.01 { if self.freefly_vel.magnitude_squared() > 0.01 {
let new_vel = self.freefly_vel let new_vel = self.freefly_vel
- self.freefly_vel.normalized() * (FREEFLY_DAMPING * dt); - self.freefly_vel.normalized() * (FREEFLY_DAMPING * dt);
@ -1406,6 +1426,10 @@ impl PlayState for SessionState {
global_state.settings.gameplay.stop_auto_walk_on_input = state; global_state.settings.gameplay.stop_auto_walk_on_input = state;
global_state.settings.save_to_file_warn(); global_state.settings.save_to_file_warn();
}, },
HudEvent::ChangeAutoCamera(state) => {
global_state.settings.gameplay.auto_camera = state;
global_state.settings.save_to_file_warn();
},
HudEvent::CraftRecipe(r) => { HudEvent::CraftRecipe(r) => {
self.client.borrow_mut().craft_recipe(&r); self.client.borrow_mut().craft_recipe(&r);
}, },

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@ -503,6 +503,7 @@ pub struct GameplaySettings {
pub auto_walk_behavior: PressBehavior, pub auto_walk_behavior: PressBehavior,
pub camera_clamp_behavior: PressBehavior, pub camera_clamp_behavior: PressBehavior,
pub stop_auto_walk_on_input: bool, pub stop_auto_walk_on_input: bool,
pub auto_camera: bool,
} }
impl Default for GameplaySettings { impl Default for GameplaySettings {
@ -518,6 +519,7 @@ impl Default for GameplaySettings {
auto_walk_behavior: PressBehavior::Toggle, auto_walk_behavior: PressBehavior::Toggle,
camera_clamp_behavior: PressBehavior::Toggle, camera_clamp_behavior: PressBehavior::Toggle,
stop_auto_walk_on_input: true, stop_auto_walk_on_input: true,
auto_camera: false,
} }
} }
} }