Snap view and entity positions to grid when not in motion
This fixes some chunky movement badness.
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parent
e8eba7e90c
commit
dc53a2d8de
23
app/main.c
23
app/main.c
@ -340,8 +340,8 @@ static void mapdraw(void)
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.h = TILESIZE,
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};
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const SDL_Rect dest = {
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.x = SCALE * (int)round(x - vpos.x),
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.y = SCALE * (int)round(y - vpos.y),
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.x = (int)rint(SCALE * (x - vpos.x)),
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.y = (int)rint(SCALE * (y - vpos.y)),
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.w = SCALE * TILESIZE,
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.h = SCALE * TILESIZE,
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};
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@ -353,8 +353,12 @@ static void mapdraw(void)
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static void entityupdate(entity_t *e, double dt)
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{
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if (0 == e->speed)
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if (0 == e->speed) {
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// Round position to nearest integer to align with pixel grid.
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e->pos.x = rint(e->pos.x);
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e->pos.y = rint(e->pos.y);
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return;
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}
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// Update sprite variant
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if (e->dir.y >= 0) {
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@ -395,8 +399,8 @@ static void entitydraw(entity_t *e, uint64_t t)
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e->src.x = e->animstep.x * frame + e->svarstep.x * e->svar;
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e->src.y = e->animstep.y * frame + e->svarstep.y * e->svar;
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SDL_Rect dest = {
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.x = SCALE * (int)round(e->pos.x - e->src.w / 2 - vpos.x),
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.y = SCALE * (int)round(e->pos.y - e->src.h / 2 - vpos.y),
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.x = (int)rint(SCALE * (e->pos.x - e->src.w / 2 - vpos.x)),
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.y = (int)rint(SCALE * (e->pos.y - e->src.h / 2 - vpos.y)),
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.w = SCALE * e->src.w,
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.h = SCALE * e->src.h,
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};
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@ -413,8 +417,8 @@ static void objsdraw(uint64_t t)
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SDL_Rect src = type->src;
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src.x += type->src.w * ((t / BASEANIMPERIOD) % type->animframes);
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SDL_Rect dest = {
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.x = SCALE * (int)round(obj->pos.x - vpos.x),
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.y = SCALE * (int)round(obj->pos.y - vpos.y - type->src.h),
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.x = (int)rint(SCALE * (obj->pos.x - vpos.x)),
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.y = (int)rint(SCALE * (obj->pos.y - vpos.y - type->src.h)),
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.w = SCALE * type->src.w,
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.h = SCALE * type->src.h,
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};
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@ -552,6 +556,11 @@ int main(int argc, char *argv[])
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} else {
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p.tex = pidle;
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p.speed = 0;
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// Round view position to nearest integer to align with
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// pixel grid.
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vpos.x = rint(vpos.x);
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vpos.y = rint(vpos.y);
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}
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entityupdate(&p, dt);
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