Fix Scroll-Follow-Actor Behavior
* The scrollbox by which the game follows the player character has been revised, it is now an offset away from the window's center instead of fixed pixel distances from the window's edges. * Mobile form-factor (Pinephone) now scrolls OK instead of jerking back and forth rapidly when moving left.
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@ -1,5 +1,7 @@
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package balance
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package balance
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import "git.kirsle.net/go/render"
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// Numbers.
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// Numbers.
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var (
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var (
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// Window dimensions.
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// Window dimensions.
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@ -10,12 +12,10 @@ var (
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CanvasScrollSpeed = 8
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CanvasScrollSpeed = 8
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// Window scrolling behavior in Play Mode.
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// Window scrolling behavior in Play Mode.
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// DEPRECATED: pixels close to window edges
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ScrollboxOffset = render.Point{ // from center of screen
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ScrollboxHoz = 256 // horizontal px from window border to start scrol
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X: 40,
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ScrollboxVert = 160
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Y: 100,
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// NEW: set scrollbox bounds by percents
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}
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ScrollboxHozPercent float64 = 0.25
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ScrollboxVertPercent float64 = 0.40
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// Player speeds
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// Player speeds
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PlayerMaxVelocity float64 = 6
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PlayerMaxVelocity float64 = 6
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@ -6,6 +6,7 @@ import (
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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"git.kirsle.net/go/render/event"
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)
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)
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@ -111,7 +112,11 @@ func (w *Canvas) loopFollowActor(ev *event.State) error {
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var (
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var (
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VP = w.Viewport()
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VP = w.Viewport()
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// ScrollboxHoz = VP.
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engine = shmem.CurrentRenderEngine
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Width, Height = engine.WindowSize()
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midpoint = render.NewPoint(Width/2, Height/2)
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scrollboxHoz = midpoint.X - balance.ScrollboxOffset.X
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scrollboxVert = midpoint.Y - balance.ScrollboxOffset.Y
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)
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)
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// Find the actor.
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// Find the actor.
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@ -127,8 +132,8 @@ func (w *Canvas) loopFollowActor(ev *event.State) error {
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)
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)
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// Scroll left
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// Scroll left
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if APosition.X <= VP.X+balance.ScrollboxHoz {
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if APosition.X <= VP.X+scrollboxHoz {
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var delta = VP.X + balance.ScrollboxHoz - APosition.X
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var delta = VP.X + scrollboxHoz - APosition.X
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// constrain in case they're FAR OFF SCREEN so we don't flip back around
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// constrain in case they're FAR OFF SCREEN so we don't flip back around
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if delta < 0 {
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if delta < 0 {
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@ -138,14 +143,14 @@ func (w *Canvas) loopFollowActor(ev *event.State) error {
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}
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}
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// Scroll right
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// Scroll right
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if APosition.X >= VP.W-ASize.W-balance.ScrollboxHoz {
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if APosition.X >= VP.W-ASize.W-scrollboxHoz {
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var delta = VP.W - ASize.W - APosition.X - balance.ScrollboxHoz
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var delta = VP.W - ASize.W - APosition.X - scrollboxHoz
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scrollBy.X = delta
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scrollBy.X = delta
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}
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}
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// Scroll up
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// Scroll up
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if APosition.Y <= VP.Y+balance.ScrollboxVert {
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if APosition.Y <= VP.Y+scrollboxVert {
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var delta = VP.Y + balance.ScrollboxVert - APosition.Y
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var delta = VP.Y + scrollboxVert - APosition.Y
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if delta < 0 {
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if delta < 0 {
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delta = -delta
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delta = -delta
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@ -154,8 +159,8 @@ func (w *Canvas) loopFollowActor(ev *event.State) error {
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}
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}
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// Scroll down
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// Scroll down
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if APosition.Y >= VP.H-ASize.H-balance.ScrollboxVert {
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if APosition.Y >= VP.H-ASize.H-scrollboxVert {
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var delta = VP.H - ASize.H - APosition.Y - balance.ScrollboxVert
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var delta = VP.H - ASize.H - APosition.Y - scrollboxVert
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if delta > 300 {
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if delta > 300 {
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delta = 300
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delta = 300
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} else if delta < -300 {
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} else if delta < -300 {
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