Now absolutely done scaling (#46)

also commented math's out.
This commit is contained in:
Mikhail Koltsov 2014-03-23 23:51:46 +04:00
parent 446726acc9
commit 13338afe3d

View file

@ -253,7 +253,14 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
scaleX = if @getActionProp 'flipX' then -1 else 1 scaleX = if @getActionProp 'flipX' then -1 else 1
scaleY = if @getActionProp 'flipY' then -1 else 1 scaleY = if @getActionProp 'flipY' then -1 else 1
if @thangType.get('name') is 'Arrow' if @thangType.get('name') is 'Arrow'
# scale the arrow so it appears longer when flying parallel to horizon # Scales the arrow so it appears longer when flying parallel to horizon.
# To do that, we convert angle to [0, 90] (mirroring half-planes twice), then make linear function out of it:
# (a - x) / a: equals 1 when x = 0, equals 0 when x = a, monotonous in between. That gives us some sort of
# degenerative multiplier.
# For our puproses, a = 90 - the direction straight upwards.
# Then we use r + (1 - r) * x function with r = 0.5, so that
# maximal scale equals 1 (when x is at it's maximum) and minimal scale is 0.5.
# Notice that the value of r is empirical.
angle = @getRotation() angle = @getRotation()
angle = -angle if angle < 0 angle = -angle if angle < 0
angle = 180 - angle if angle > 90 angle = 180 - angle if angle > 90
@ -280,15 +287,23 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
return if rotationType is 'fixed' return if rotationType is 'fixed'
rotation = @getRotation() rotation = @getRotation()
if @thangType.get('name') is 'Arrow' if @thangType.get('name') is 'Arrow'
# Rotates the arrow to see it arc based on velocity.z.
# At midair we must see the original angle (delta = 0), but at launch time
# and arrow must point upwards/downwards respectively.
# The curve must consider two variables: speed and angle to camera:
# higher angle -> higher steep
# higher speed -> higher steep (0 at midpoint).
# All constants are empirical. Notice that rotation here does not affect thang's state - it is just the effect.
# Thang's rotation is always pointing where it is heading.
velocity = @thang.velocity.z velocity = @thang.velocity.z
factor = rotation factor = rotation
factor = -factor if factor < 0 factor = -factor if factor < 0
flip = 1 flip = 1
if factor > 90 if factor > 90
factor = 180 - factor factor = 180 - factor
flip = -1 flip = -1 # when the arrow is on the left, 'up' means subtracting
factor = (90 - factor) / 90 factor = Math.max(factor / 90, 0.4) # between 0.4 and 1.0
rotation += flip * (velocity / 12) * factor * 45 rotation += flip * (velocity / 12) * factor * 45 # theoretically, 45 is the maximal delta we can make here
imageObject ?= @imageObject imageObject ?= @imageObject
return imageObject.rotation = rotation if not rotationType return imageObject.rotation = rotation if not rotationType
@updateIsometricRotation(rotation, imageObject) @updateIsometricRotation(rotation, imageObject)