#include "engine/camera.h" #include "ppu/consts.h" vec_cor hh_update_camera(vec_cen new, vec2 min, vec2 max){ //TODO: change floating point math to fix point math //TODO: remove magic number at y camera offset // new = vec_cen2cor(new,(vec2){.x=max.x/2,.y=max.y/2}); new = vec_cen2cor((vec2){.x=new.x+(HH_PPU_SPRITE_WIDTH),.y=new.y+(HH_PPU_SPRITE_HEIGHT*8)},(vec2){.x=(max.x - min.x)/2,.y=(max.y - min.y)/2}); // new = vec_cen2cor((vec2){.x=new.x+(HH_PPU_SPRITE_WIDTH),.y=new.y+(HH_PPU_SPRITE_HEIGHT*8)},(vec2){.x=max.x/2,.y=max.y/2}); // new.x = new.x << HH_MATH_FIXED_POINT; // new.y = new.y << HH_MATH_FIXED_POINT; static vec_cor old; // old.x = old.x << HH_MATH_FIXED_POINT; // old.y = old.y << HH_MATH_FIXED_POINT; // int16_t some = 0; // some = some <<= HH_MATH_FIXED_POINT-1; // Camera smoothing new.x = (int)((float)new.x*0.1f + (float)old.x*0.9f); new.y = (int)((float)new.y*0.1f + (float)old.y*0.9f); // old.x = old.x >> HH_MATH_FIXED_POINT; // old.y = old.y >> HH_MATH_FIXED_POINT; old.x = CLAMP(new.x,min.x,max.x); old.y = CLAMP(new.y,min.y,max.y); //printf("camera new %d min %d max %d\n",new.y,min.y,max.y); return old; }