Smooth battle zone camera transitions

This commit is contained in:
2026-06-09 14:50:50 +08:00
parent 493b2bd3b8
commit 3e2e25eb93
5 changed files with 53 additions and 6 deletions
@@ -178,7 +178,7 @@ mindmap
- `scene/whitebox_scene.*` - `scene/whitebox_scene.*`
- `scene/camera_controller.*`:玩家跟随、dead zone、平滑和世界边界 clamp。 - `scene/camera_controller.*`:玩家跟随、dead zone、平滑和世界边界 clamp。
- `CameraZoneLock`:玩家进入 battle zone 后摄像机锁定到 zone camera bounds,锁定范围会防御性保证不小于视口,当前用 `F2` 或离开 zone 做 debug 清场解锁。 - `CameraZoneLock`:玩家进入 battle zone 后摄像机平滑切换到 zone camera bounds可移动锁定范围会防御性保证不小于视口,当前用 `F2` 或离开 zone 做 debug 清场解锁。
下一步: 下一步:
+1
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@@ -24,6 +24,7 @@
- `CameraController` 已接入:修复场景 `OnUpdate()` 不被调用导致摄像机不动的问题,并提供跟随、dead zone、平滑和世界边界 clamp。 - `CameraController` 已接入:修复场景 `OnUpdate()` 不被调用导致摄像机不动的问题,并提供跟随、dead zone、平滑和世界边界 clamp。
- `CameraZoneLock` 已接入:玩家进入 battle zone 后摄像机临时锁定到 zone camera bounds`F2` 临时清场并恢复全关卡跟随。 - `CameraZoneLock` 已接入:玩家进入 battle zone 后摄像机临时锁定到 zone camera bounds`F2` 临时清场并恢复全关卡跟随。
- 已修复 zone camera bounds 小于 1280 视口导致摄像机锁死的问题;所有锁镜头范围必须不小于当前视口,debug 阶段玩家离开 zone 会自动清场解锁。 - 已修复 zone camera bounds 小于 1280 视口导致摄像机锁死的问题;所有锁镜头范围必须不小于当前视口,debug 阶段玩家离开 zone 会自动清场解锁。
- 已修复进入 battle zone 时摄像机硬切的问题;zone camera bounds 表示摄像机可移动范围,进入/离开 zone 都通过短过渡平滑切换约束。
## 2. 第一关场景目标 ## 2. 第一关场景目标
+3 -3
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@@ -112,17 +112,17 @@ LevelDefinition CreateWhiteboxLevel() {
level.battleZones = { level.battleZones = {
{"zone_01_intro", {"zone_01_intro",
frostbite2D::Rect(520.0f, 260.0f, 560.0f, 340.0f), frostbite2D::Rect(520.0f, 260.0f, 560.0f, 340.0f),
frostbite2D::Rect(320.0f, 0.0f, 1280.0f, 720.0f), frostbite2D::Rect(0.0f, 0.0f, 1940.0f, 720.0f),
{{"zone_01_enemy_a", frostbite2D::Vec2(760.0f, 560.0f)}, {{"zone_01_enemy_a", frostbite2D::Vec2(760.0f, 560.0f)},
{"zone_01_enemy_b", frostbite2D::Vec2(980.0f, 560.0f)}}}, {"zone_01_enemy_b", frostbite2D::Vec2(980.0f, 560.0f)}}},
{"zone_02_platform", {"zone_02_platform",
frostbite2D::Rect(1420.0f, 250.0f, 680.0f, 350.0f), frostbite2D::Rect(1420.0f, 250.0f, 680.0f, 350.0f),
frostbite2D::Rect(1280.0f, 0.0f, 1280.0f, 720.0f), frostbite2D::Rect(660.0f, 0.0f, 2300.0f, 720.0f),
{{"zone_02_enemy_a", frostbite2D::Vec2(1620.0f, 560.0f)}, {{"zone_02_enemy_a", frostbite2D::Vec2(1620.0f, 560.0f)},
{"zone_02_enemy_b", frostbite2D::Vec2(1900.0f, 560.0f)}}}, {"zone_02_enemy_b", frostbite2D::Vec2(1900.0f, 560.0f)}}},
{"zone_03_exit", {"zone_03_exit",
frostbite2D::Rect(2380.0f, 250.0f, 720.0f, 350.0f), frostbite2D::Rect(2380.0f, 250.0f, 720.0f, 350.0f),
frostbite2D::Rect(1920.0f, 0.0f, 1280.0f, 720.0f), frostbite2D::Rect(1600.0f, 0.0f, 1600.0f, 720.0f),
{{"zone_03_enemy_a", frostbite2D::Vec2(2580.0f, 560.0f)}, {{"zone_03_enemy_a", frostbite2D::Vec2(2580.0f, 560.0f)},
{"zone_03_enemy_b", frostbite2D::Vec2(2860.0f, 560.0f)}}}, {"zone_03_enemy_b", frostbite2D::Vec2(2860.0f, 560.0f)}}},
}; };
+40 -2
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@@ -6,6 +6,7 @@
#include <frostbite2D/event/key_event.h> #include <frostbite2D/event/key_event.h>
#include <frostbite2D/graphics/camera.h> #include <frostbite2D/graphics/camera.h>
#include <frostbite2D/graphics/renderer.h> #include <frostbite2D/graphics/renderer.h>
#include <algorithm>
namespace ns_game { namespace ns_game {
@@ -26,6 +27,7 @@ void WhiteboxScene::onEnter() {
void WhiteboxScene::Update(float deltaTime) { void WhiteboxScene::Update(float deltaTime) {
frostbite2D::Scene::Update(deltaTime); frostbite2D::Scene::Update(deltaTime);
updateBattleZones(); updateBattleZones();
updateCameraBoundsBlend(deltaTime);
updateCamera(deltaTime); updateCamera(deltaTime);
} }
@@ -93,6 +95,7 @@ void WhiteboxScene::configureCamera() {
config.viewportWidth = static_cast<float>(config::kVirtualWidth); config.viewportWidth = static_cast<float>(config::kVirtualWidth);
config.viewportHeight = static_cast<float>(config::kVirtualHeight); config.viewportHeight = static_cast<float>(config::kVirtualHeight);
cameraController_.Configure(config); cameraController_.Configure(config);
currentCameraBounds_ = level_.cameraBounds;
if (player_) { if (player_) {
cameraController_.SnapToTarget(*camera, player_->GetWorldBounds()); cameraController_.SnapToTarget(*camera, player_->GetWorldBounds());
@@ -111,6 +114,14 @@ void WhiteboxScene::toggleDebugOverlay() {
debugFlags_.showSpawnPoints = enabled; debugFlags_.showSpawnPoints = enabled;
} }
void WhiteboxScene::beginCameraBoundsBlend(
const frostbite2D::Rect& targetBounds) {
cameraBoundsBlendStart_ = currentCameraBounds_;
cameraBoundsBlendTarget_ = targetBounds;
cameraBoundsBlendTimer_ = 0.0f;
cameraBoundsBlendActive_ = true;
}
void WhiteboxScene::clearActiveBattleZone() { void WhiteboxScene::clearActiveBattleZone() {
if (activeBattleZoneIndex_ < 0 || if (activeBattleZoneIndex_ < 0 ||
activeBattleZoneIndex_ >= static_cast<int>(battleZoneStates_.size())) { activeBattleZoneIndex_ >= static_cast<int>(battleZoneStates_.size())) {
@@ -119,7 +130,34 @@ void WhiteboxScene::clearActiveBattleZone() {
battleZoneStates_[static_cast<size_t>(activeBattleZoneIndex_)].cleared = true; battleZoneStates_[static_cast<size_t>(activeBattleZoneIndex_)].cleared = true;
activeBattleZoneIndex_ = -1; activeBattleZoneIndex_ = -1;
cameraController_.SetWorldBounds(level_.cameraBounds); beginCameraBoundsBlend(level_.cameraBounds);
}
void WhiteboxScene::updateCameraBoundsBlend(float deltaTime) {
if (!cameraBoundsBlendActive_) {
return;
}
cameraBoundsBlendTimer_ += deltaTime;
const float t = cameraBoundsBlendDuration_ > 0.0f
? std::min(cameraBoundsBlendTimer_ /
cameraBoundsBlendDuration_,
1.0f)
: 1.0f;
const auto lerp = [t](float from, float to) {
return from + (to - from) * t;
};
currentCameraBounds_ = frostbite2D::Rect(
lerp(cameraBoundsBlendStart_.left(), cameraBoundsBlendTarget_.left()),
lerp(cameraBoundsBlendStart_.top(), cameraBoundsBlendTarget_.top()),
lerp(cameraBoundsBlendStart_.width(), cameraBoundsBlendTarget_.width()),
lerp(cameraBoundsBlendStart_.height(), cameraBoundsBlendTarget_.height()));
cameraController_.SetWorldBounds(currentCameraBounds_);
if (t >= 1.0f) {
cameraBoundsBlendActive_ = false;
}
} }
void WhiteboxScene::updateBattleZones() { void WhiteboxScene::updateBattleZones() {
@@ -146,7 +184,7 @@ void WhiteboxScene::updateBattleZones() {
runtime.triggered = true; runtime.triggered = true;
activeBattleZoneIndex_ = static_cast<int>(i); activeBattleZoneIndex_ = static_cast<int>(i);
cameraController_.SetWorldBounds(level_.battleZones[i].cameraBounds); beginCameraBoundsBlend(level_.battleZones[i].cameraBounds);
break; break;
} }
} }
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@@ -31,7 +31,9 @@ private:
std::vector<BattleZoneDebugInfo> buildBattleZoneDebugInfo() const; std::vector<BattleZoneDebugInfo> buildBattleZoneDebugInfo() const;
void configureCamera(); void configureCamera();
void toggleDebugOverlay(); void toggleDebugOverlay();
void beginCameraBoundsBlend(const frostbite2D::Rect& targetBounds);
void clearActiveBattleZone(); void clearActiveBattleZone();
void updateCameraBoundsBlend(float deltaTime);
void updateBattleZones(); void updateBattleZones();
void updateCamera(float deltaTime); void updateCamera(float deltaTime);
@@ -39,6 +41,12 @@ private:
DebugFlags debugFlags_; DebugFlags debugFlags_;
std::vector<BattleZoneRuntime> battleZoneStates_; std::vector<BattleZoneRuntime> battleZoneStates_;
int activeBattleZoneIndex_ = -1; int activeBattleZoneIndex_ = -1;
bool cameraBoundsBlendActive_ = false;
float cameraBoundsBlendTimer_ = 0.0f;
float cameraBoundsBlendDuration_ = 0.35f;
frostbite2D::Rect cameraBoundsBlendStart_;
frostbite2D::Rect cameraBoundsBlendTarget_;
frostbite2D::Rect currentCameraBounds_;
CameraController cameraController_; CameraController cameraController_;
StageRenderer stageRenderer_; StageRenderer stageRenderer_;
DebugOverlay debugOverlay_; DebugOverlay debugOverlay_;