better cam input again

This commit is contained in:
RandomityGuy 2025-11-18 10:38:15 +00:00
parent 345560a0c6
commit 77a31c1852

View file

@ -68,6 +68,9 @@ class CameraInput {
prevMouse.y = e.relY;
}
var accumulator = 0.0;
var accumulatedVec = new Vector(0, 0);
interactive.onMove = (e) -> {
e.propagate = true;
if (!enabled)
@ -86,12 +89,13 @@ class CameraInput {
var jumpcam = MarbleGame.instance.touchInput.jumpButton.pressed
|| MarbleGame.instance.touchInput.powerupButton.pressed
|| MarbleGame.instance.touchInput.blastbutton.pressed;
if (jumpcam) {
scaleFactor /= Settings.touchSettings.buttonJoystickMultiplier;
}
var inpX = clampInputs(delta.x / scaleFactor);
var inpY = clampInputs(delta.y / scaleFactor);
var inpX = delta.x / scaleFactor;
var inpY = delta.y / scaleFactor;
if (jumpcam) {
if (Math.abs(inpX) < 1.3)
@ -100,22 +104,26 @@ class CameraInput {
inpY = 0;
}
// Calculate velocity (per second) instead of per-frame delta
var dt = MarbleGame.instance.world.timeState.dt; // Delta time in seconds
var velocityX = inpX / dt;
var velocityY = inpY / dt;
var velocity = Math.sqrt(velocityX * velocityX + velocityY * velocityY) / 10.0;
var dt = MarbleGame.instance.world.timeState.dt;
accumulator += dt;
// Apply non-linear scaling based on velocity
var scaledVelocity = applyNonlinearScale(velocity);
var velocityMultiplier = velocity > 0 ? scaledVelocity / velocity : 1.0;
accumulatedVec.x += inpX;
accumulatedVec.y += inpY;
MarbleGame.instance.world.marble.camera.orbit((inpX * velocityMultiplier) / 3, (inpY * velocityMultiplier) / 3, true);
if (accumulator >= (1 / 60.0)) {
MarbleGame.instance.world.marble.camera.orbit(applyNonlinearScale(accumulatedVec.x) * (1 / 60.0) * 30,
applyNonlinearScale(accumulatedVec.y) * (1 / 60.0) * 30, true);
accumulator -= (1 / 60.0);
accumulatedVec.x = 0;
accumulatedVec.y = 0;
}
if (inpX != 0)
prevMouse.x = e.relX;
if (inpY != 0)
prevMouse.y = e.relY;
} else {
accumulator = 0.0;
}
}
@ -129,15 +137,12 @@ class CameraInput {
pressed = false;
this.identifier = -1;
accumulator = 0.0;
}
}
function clampInputs(value:Float) {
return Util.clamp(value, -Settings.touchSettings.cameraSwipeExtent, Settings.touchSettings.cameraSwipeExtent);
}
function applyNonlinearScale(value:Float) {
var clamped = value;
var clamped = Util.clamp(value, -Settings.touchSettings.cameraSwipeExtent, Settings.touchSettings.cameraSwipeExtent);
return Math.abs(clamped) < 3 ? Math.pow(Math.abs(clamped / 2), 2.7) * (clamped >= 0 ? 1 : -1) : clamped;
}