Add camera zone lock
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@@ -34,6 +34,17 @@ struct BattleZoneDefinition {
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std::vector<SpawnPoint> enemySpawns;
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};
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enum class BattleZoneDebugState {
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Idle,
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Active,
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Cleared
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};
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struct BattleZoneDebugInfo {
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size_t zoneIndex = 0;
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BattleZoneDebugState state = BattleZoneDebugState::Idle;
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};
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struct StageLayer {
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std::string id;
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StageLayerRole role = StageLayerRole::LevelVisual;
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@@ -37,15 +37,43 @@ void drawCross(const frostbite2D::Vec2& position,
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color);
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}
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BattleZoneDebugState resolveZoneState(
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size_t zoneIndex, const std::vector<BattleZoneDebugInfo>* debugInfo) {
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if (!debugInfo) {
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return BattleZoneDebugState::Idle;
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}
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for (const BattleZoneDebugInfo& info : *debugInfo) {
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if (info.zoneIndex == zoneIndex) {
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return info.state;
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}
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}
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return BattleZoneDebugState::Idle;
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}
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frostbite2D::Color zoneColor(BattleZoneDebugState state) {
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switch (state) {
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case BattleZoneDebugState::Active:
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return frostbite2D::Color(1.0f, 0.82f, 0.15f, 0.95f);
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case BattleZoneDebugState::Cleared:
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return frostbite2D::Color(0.45f, 0.48f, 0.52f, 0.65f);
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case BattleZoneDebugState::Idle:
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default:
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return frostbite2D::Color(0.95f, 0.25f, 0.25f, 0.9f);
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}
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}
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} // namespace
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void DebugOverlay::Render(const LevelDefinition& level, const DebugFlags& flags,
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const frostbite2D::Rect* playerBounds) const {
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const frostbite2D::Rect* playerBounds,
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const std::vector<BattleZoneDebugInfo>*
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battleZoneDebug) const {
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if (flags.showCollision) {
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drawCollision(level);
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}
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if (flags.showBattleZones) {
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drawBattleZones(level);
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drawBattleZones(level, battleZoneDebug);
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}
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if (flags.showSpawnPoints) {
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drawSpawnPoints(level);
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@@ -65,9 +93,12 @@ void DebugOverlay::drawActorBounds(const frostbite2D::Rect& bounds) const {
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drawOutline(bounds, frostbite2D::Color(1.0f, 0.78f, 0.1f, 0.9f));
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}
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void DebugOverlay::drawBattleZones(const LevelDefinition& level) const {
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for (const BattleZoneDefinition& zone : level.battleZones) {
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drawOutline(zone.trigger, frostbite2D::Color(0.95f, 0.25f, 0.25f, 0.9f),
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void DebugOverlay::drawBattleZones(
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const LevelDefinition& level,
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const std::vector<BattleZoneDebugInfo>* battleZoneDebug) const {
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for (size_t i = 0; i < level.battleZones.size(); ++i) {
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const BattleZoneDefinition& zone = level.battleZones[i];
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drawOutline(zone.trigger, zoneColor(resolveZoneState(i, battleZoneDebug)),
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3.0f);
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drawOutline(zone.cameraBounds,
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frostbite2D::Color(0.25f, 0.55f, 1.0f, 0.75f), 2.0f);
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@@ -4,18 +4,22 @@
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#include "../data/level_definition.h"
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#include <frostbite2D/types/type_math.h>
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#include <vector>
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namespace ns_game {
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class DebugOverlay {
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public:
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void Render(const LevelDefinition& level, const DebugFlags& flags,
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const frostbite2D::Rect* playerBounds) const;
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const frostbite2D::Rect* playerBounds,
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const std::vector<BattleZoneDebugInfo>* battleZoneDebug) const;
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private:
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void drawCollision(const LevelDefinition& level) const;
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void drawActorBounds(const frostbite2D::Rect& bounds) const;
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void drawBattleZones(const LevelDefinition& level) const;
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void drawBattleZones(
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const LevelDefinition& level,
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const std::vector<BattleZoneDebugInfo>* battleZoneDebug) const;
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void drawSpawnPoints(const LevelDefinition& level) const;
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};
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@@ -27,6 +27,10 @@ void CameraController::Configure(const CameraControllerConfig& config) {
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config_ = config;
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}
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void CameraController::SetWorldBounds(const frostbite2D::Rect& worldBounds) {
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config_.worldBounds = worldBounds;
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}
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void CameraController::SnapToTarget(frostbite2D::Camera& camera,
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const frostbite2D::Rect& targetBounds) {
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camera.setPosition(clampToWorld(
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@@ -16,6 +16,7 @@ struct CameraControllerConfig {
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class CameraController {
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public:
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void Configure(const CameraControllerConfig& config);
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void SetWorldBounds(const frostbite2D::Rect& worldBounds);
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void SnapToTarget(frostbite2D::Camera& camera,
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const frostbite2D::Rect& targetBounds);
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void Update(frostbite2D::Camera& camera, const frostbite2D::Rect& targetBounds,
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@@ -12,6 +12,9 @@ namespace ns_game {
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void WhiteboxScene::onEnter() {
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frostbite2D::Scene::onEnter();
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level_ = CreateWhiteboxLevel();
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battleZoneStates_.clear();
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battleZoneStates_.resize(level_.battleZones.size());
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activeBattleZoneIndex_ = -1;
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player_ = frostbite2D::MakePtr<PlayerActor>();
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player_->SetTopLeftPosition(level_.playerSpawn);
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@@ -22,6 +25,7 @@ void WhiteboxScene::onEnter() {
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void WhiteboxScene::Update(float deltaTime) {
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frostbite2D::Scene::Update(deltaTime);
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updateBattleZones();
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updateCamera(deltaTime);
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}
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@@ -33,6 +37,11 @@ bool WhiteboxScene::OnEvent(const frostbite2D::Event& event) {
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toggleDebugOverlay();
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return true;
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}
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if (!keyEvent.isRepeat() &&
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keyEvent.getKeyCode() == frostbite2D::KeyCode::F2) {
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clearActiveBattleZone();
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return true;
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}
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}
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return frostbite2D::Scene::OnEvent(event);
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@@ -43,7 +52,10 @@ void WhiteboxScene::Render() {
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frostbite2D::Scene::Render();
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const frostbite2D::Rect playerBounds =
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player_ ? player_->GetWorldBounds() : frostbite2D::Rect::Zero();
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debugOverlay_.Render(level_, debugFlags_, player_ ? &playerBounds : nullptr);
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const std::vector<BattleZoneDebugInfo> battleZoneDebug =
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buildBattleZoneDebugInfo();
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debugOverlay_.Render(level_, debugFlags_, player_ ? &playerBounds : nullptr,
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&battleZoneDebug);
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}
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frostbite2D::Camera* WhiteboxScene::activeCamera() const {
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@@ -54,6 +66,22 @@ frostbite2D::Camera* WhiteboxScene::activeCamera() const {
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return renderer->getCamera();
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}
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std::vector<BattleZoneDebugInfo> WhiteboxScene::buildBattleZoneDebugInfo()
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const {
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std::vector<BattleZoneDebugInfo> debugInfo;
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debugInfo.reserve(battleZoneStates_.size());
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for (size_t i = 0; i < battleZoneStates_.size(); ++i) {
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BattleZoneDebugState state = BattleZoneDebugState::Idle;
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if (battleZoneStates_[i].cleared) {
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state = BattleZoneDebugState::Cleared;
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} else if (activeBattleZoneIndex_ == static_cast<int>(i)) {
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state = BattleZoneDebugState::Active;
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}
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debugInfo.push_back(BattleZoneDebugInfo{i, state});
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}
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return debugInfo;
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}
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void WhiteboxScene::configureCamera() {
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auto* camera = activeCamera();
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if (!camera) {
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@@ -83,6 +111,41 @@ void WhiteboxScene::toggleDebugOverlay() {
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debugFlags_.showSpawnPoints = enabled;
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}
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void WhiteboxScene::clearActiveBattleZone() {
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if (activeBattleZoneIndex_ < 0 ||
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activeBattleZoneIndex_ >= static_cast<int>(battleZoneStates_.size())) {
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return;
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}
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battleZoneStates_[static_cast<size_t>(activeBattleZoneIndex_)].cleared = true;
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activeBattleZoneIndex_ = -1;
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cameraController_.SetWorldBounds(level_.cameraBounds);
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}
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void WhiteboxScene::updateBattleZones() {
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if (!player_) {
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return;
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}
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if (activeBattleZoneIndex_ >= 0) {
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return;
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}
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const frostbite2D::Rect playerBounds = player_->GetWorldBounds();
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for (size_t i = 0; i < level_.battleZones.size(); ++i) {
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BattleZoneRuntime& runtime = battleZoneStates_[i];
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if (runtime.cleared ||
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!level_.battleZones[i].trigger.intersects(playerBounds)) {
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continue;
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}
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runtime.triggered = true;
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activeBattleZoneIndex_ = static_cast<int>(i);
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cameraController_.SetWorldBounds(level_.battleZones[i].cameraBounds);
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break;
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}
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}
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void WhiteboxScene::updateCamera(float deltaTime) {
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if (!player_) {
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return;
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@@ -9,6 +9,8 @@
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#include <frostbite2D/scene/scene.h>
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#include <frostbite2D/types/type_math.h>
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#include <string>
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#include <vector>
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namespace ns_game {
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@@ -20,13 +22,23 @@ public:
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void Render() override;
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private:
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struct BattleZoneRuntime {
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bool triggered = false;
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bool cleared = false;
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};
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frostbite2D::Camera* activeCamera() const;
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std::vector<BattleZoneDebugInfo> buildBattleZoneDebugInfo() const;
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void configureCamera();
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void toggleDebugOverlay();
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void clearActiveBattleZone();
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void updateBattleZones();
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void updateCamera(float deltaTime);
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LevelDefinition level_;
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DebugFlags debugFlags_;
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std::vector<BattleZoneRuntime> battleZoneStates_;
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int activeBattleZoneIndex_ = -1;
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CameraController cameraController_;
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StageRenderer stageRenderer_;
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DebugOverlay debugOverlay_;
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