Esempio n. 1
0
bool MapZone::IsInsideZone(float pos_x, float pos_y) const {
	uint16 x = (uint16)GetFloatInteger(pos_x);
	uint16 y = (uint16)GetFloatInteger(pos_y);
	// Verify each section of the zone and check if the position is within the section bounds.
	for (vector<ZoneSection>::const_iterator i = _sections.begin(); i != _sections.end(); ++i) {
		if (x >= i->left_col && x <= i->right_col &&
			y >= i->top_row && y <= i->bottom_row)
		{
			return true;
		}
	}
	return false;
}
Esempio n. 2
0
int16 ContextZone::_IsInsideZone(MapObject* object) {
	// NOTE: argument is not NULL-checked here for performance reasons
	uint16 x = (uint16)GetFloatInteger(object->GetXPosition());
	uint16 y = (uint16)GetFloatInteger(object->GetYPosition());

	// Check each section of the zone to see if the object is located within
	for (uint16 i = 0; i < _sections.size(); i++) {
		if (x >= _sections[i].left_col && x <= _sections[i].right_col &&
			y >= _sections[i].top_row && y <= _sections[i].bottom_row)
		{
			return i;
		}
	}

	return -1;
}
Esempio n. 3
0
bool MapZone::_ShouldDraw(const ZoneSection& section) {
	MapMode *map = MapMode::CurrentInstance();
	// If the context is not in one of the active context, don't display it.
	if (!(_active_contexts & map->GetCurrentContext()))
		return false;

	MapRectangle rect;
	rect.top = section.top_row;
	rect.bottom = section.bottom_row;
	rect.left = section.left_col;
	rect.right = section.right_col;

	// Determine if the sprite is off-screen and if so, don't draw it.
	if (!MapRectangle::CheckIntersection(rect, map->GetMapFrame().screen_edges))
		return false;

	// Determine the center position coordinates for the camera
	float x_pos, y_pos; // Holds the final X, Y coordinates of the camera
	float x_pixel_length, y_pixel_length; // The X and Y length values that coorespond to a single pixel in the current coodinate system
	float rounded_x_offset, rounded_y_offset; // The X and Y position offsets of the object, rounded to perfectly align on a pixel boundary


	// TODO: the call to GetPixelSize() will return the same result every time so long as the coordinate system did not change. If we never
	// change the coordinate system in map mode, then this should be done only once and the calculated values should be saved for re-use.
	// However, we've discussed the possiblity of adding a zoom feature to maps, in which case we need to continually re-calculate the pixel size
	x_pos = rect.left + (rect.right - rect.left) / 2;
	y_pos = rect.top + (rect.bottom - rect.top);
	hoa_video::VideoManager->GetPixelSize(x_pixel_length, y_pixel_length);
	rounded_x_offset = FloorToFloatMultiple(GetFloatFraction(x_pos), x_pixel_length);
	rounded_y_offset = FloorToFloatMultiple(GetFloatFraction(y_pos), y_pixel_length);
	x_pos = static_cast<float>(GetFloatInteger(x_pos)) + rounded_x_offset;
	y_pos = static_cast<float>(GetFloatInteger(y_pos)) + rounded_y_offset;

	// Move the drawing cursor to the appropriate coordinates for this sprite
	hoa_video::VideoManager->Move(x_pos - map->GetMapFrame().screen_edges.left,
							y_pos - map->GetMapFrame().screen_edges.top);
	return true;
}
Esempio n. 4
0
void MapMode::_UpdateMapFrame()
{
    // Determine the center position coordinates for the camera
    // Holds the final X, Y coordinates of the camera
    float camera_x = _camera->GetXPosition();
    float camera_y = _camera->GetYPosition();

    if(_camera_timer.IsRunning()) {
        camera_x += (1.0f - _camera_timer.PercentComplete()) * _delta_x;
        camera_y += (1.0f - _camera_timer.PercentComplete()) * _delta_y;
    }

    // Actual position of the view, either the camera sprite or a point on the camera movement path
    uint16 current_x = GetFloatInteger(camera_x);
    uint16 current_y = GetFloatInteger(camera_y);

    // NOTE: Would the map mode coordinate system be able to dynamically change, allow this to be recomputed,
    // and used as the multiple of the current camera tile offset.
    if (_pixel_length_x <= 0.0f || _pixel_length_y <= 0.0f)
        VideoManager->GetPixelSize(_pixel_length_x, _pixel_length_y);
    // std::cout << "the ratio is: " << _pixel_length_x << ", " << _pixel_length_y << " for resolution: "
    // << VideoManager->GetScreenWidth() << " x " << VideoManager->GetScreenHeight() << std::endl;

    // NOTE: The offset is corrected based on the map coord sys pixel size, to avoid glitches on tiles with transparent parts
    // and black edges. The size of the edge would have a variable size and look like vibrating when scrolling
    // without this fix.
    float current_offset_x = vt_utils::FloorToFloatMultiple(GetFloatFraction(camera_x), _pixel_length_x);
    float current_offset_y = vt_utils::FloorToFloatMultiple(GetFloatFraction(camera_y), _pixel_length_y);

    // Determine the draw coordinates of the top left corner using the camera's current position
    _map_frame.tile_x_offset = 1.0f - current_offset_x;
    if(IsOddNumber(current_x))
        _map_frame.tile_x_offset -= 1.0f;

    _map_frame.tile_y_offset = 2.0f - current_offset_y;
    if(IsOddNumber(current_y))
        _map_frame.tile_y_offset -= 1.0f;

    // The starting row and column of tiles to draw is determined by the map camera's position
    _map_frame.tile_x_start = (current_x / 2) - HALF_TILES_ON_X_AXIS;
    _map_frame.tile_y_start = (current_y / 2) - HALF_TILES_ON_Y_AXIS;

    _map_frame.screen_edges.top    = camera_y - HALF_SCREEN_GRID_Y_LENGTH;
    _map_frame.screen_edges.bottom = camera_y + HALF_SCREEN_GRID_Y_LENGTH;
    _map_frame.screen_edges.left   = camera_x - HALF_SCREEN_GRID_X_LENGTH;
    _map_frame.screen_edges.right  = camera_x + HALF_SCREEN_GRID_X_LENGTH;

    // Check for boundary conditions and re-adjust as necessary so we don't draw outside the map area

    // Usually the map centers on the camera's position, but when the camera becomes too close to
    // the edges of the map, we need to modify the drawing properties of the frame.

    // Reinit map corner check members
    _camera_x_in_map_corner = false;
    _camera_y_in_map_corner = false;

    // Determine the number of rows and columns of tiles that need to be drawn
    _map_frame.num_draw_x_axis = TILES_ON_X_AXIS + 1;
    _map_frame.num_draw_y_axis = TILES_ON_Y_AXIS + 1;

    // Camera exceeds the left boundary of the map
    if(_map_frame.tile_x_start < 0) {
        _map_frame.tile_x_start = 0;
        _map_frame.tile_x_offset = vt_utils::FloorToFloatMultiple(1.0f, _pixel_length_x);
        _map_frame.screen_edges.left = 0.0f;
        _map_frame.screen_edges.right = SCREEN_GRID_X_LENGTH;
        _map_frame.num_draw_x_axis = TILES_ON_X_AXIS;
        _camera_x_in_map_corner = true;
    }
    // Camera exceeds the right boundary of the map
    else if(_map_frame.tile_x_start + TILES_ON_X_AXIS >= _tile_supervisor->_num_tile_on_x_axis) {
        _map_frame.tile_x_start = static_cast<int16>(_tile_supervisor->_num_tile_on_x_axis - TILES_ON_X_AXIS);
        _map_frame.tile_x_offset = vt_utils::FloorToFloatMultiple(1.0f, _pixel_length_x);
        _map_frame.screen_edges.right = static_cast<float>(_object_supervisor->_num_grid_x_axis);
        _map_frame.screen_edges.left = _map_frame.screen_edges.right - SCREEN_GRID_X_LENGTH;
        _map_frame.num_draw_x_axis = TILES_ON_X_AXIS;
        _camera_x_in_map_corner = true;
    }

    // Camera exceeds the top boundary of the map
    if(_map_frame.tile_y_start < 0) {
        _map_frame.tile_y_start = 0;
        _map_frame.tile_y_offset = vt_utils::FloorToFloatMultiple(2.0f, _pixel_length_y);
        _map_frame.screen_edges.top = 0.0f;
        _map_frame.screen_edges.bottom = SCREEN_GRID_Y_LENGTH;
        _map_frame.num_draw_y_axis = TILES_ON_Y_AXIS;
        _camera_y_in_map_corner = true;
    }
    // Camera exceeds the bottom boundary of the map
    else if(_map_frame.tile_y_start + TILES_ON_Y_AXIS >= _tile_supervisor->_num_tile_on_y_axis) {
        _map_frame.tile_y_start = static_cast<int16>(_tile_supervisor->_num_tile_on_y_axis - TILES_ON_Y_AXIS);
        _map_frame.tile_y_offset = vt_utils::FloorToFloatMultiple(2.0f, _pixel_length_y);
        _map_frame.screen_edges.bottom = static_cast<float>(_object_supervisor->_num_grid_y_axis);
        _map_frame.screen_edges.top = _map_frame.screen_edges.bottom - SCREEN_GRID_Y_LENGTH;
        _map_frame.num_draw_y_axis = TILES_ON_Y_AXIS;
        _camera_y_in_map_corner = true;
    }

    // Update parallax effects now that map corner members are up to date
    if(_camera_timer.IsRunning()) {
        // Inform the effect supervisor about camera movement.
        float duration = (float)_camera_timer.GetDuration();
        float time_elapsed = (float)SystemManager->GetUpdateTime();
        float x_parallax = !_camera_x_in_map_corner ?
                           _delta_x * time_elapsed / duration
                           / SCREEN_GRID_X_LENGTH * VIDEO_STANDARD_RES_WIDTH :
                           0.0f;
        float y_parallax = !_camera_y_in_map_corner ?
                           _delta_y * time_elapsed / duration
                           / SCREEN_GRID_Y_LENGTH * VIDEO_STANDARD_RES_HEIGHT :
                           0.0f;

        GetEffectSupervisor().AddParallax(x_parallax, y_parallax);
        GetIndicatorSupervisor().AddParallax(x_parallax, y_parallax);
    }

    // Comment this out to print out map draw debugging info about once a second
//  static int loops = 0;
//  if (loops == 0) {
//      printf("--- MAP DRAW INFO ---\n");
//      printf("Rounded offsets:   [%f, %f]\n", current_offset_x, current_offset_y);
//      printf("Starting row, col: [%d, %d]\n", _map_frame.starting_row, _map_frame.starting_col);
//      printf("# draw rows, cols: [%d, %d]\n", _map_frame.num_draw_rows, _map_frame.num_draw_cols);
//      printf("Camera position:   [%f, %f]\n", camera_x, camera_y);
//      printf("Tile draw start:   [%f, %f]\n", _map_frame.tile_x_start, _map_frame.tile_y_start);
//      printf("Edges (T,B,L,R):   [%f, %f, %f, %f]\n", _map_frame.screen_edges.top, _map_frame.screen_edges.bottom,
//          _map_frame.screen_edges.left, _map_frame.screen_edges.right);
//  }
//
//  if (loops >= 60)
//      loops = 0;
//  else
//      ++loops;
} // void MapMode::_UpdateMapFrame()
Esempio n. 5
0
float GetFloatFraction(float value)
{
    return (value - GetFloatInteger(value));
}