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make touch camera a bit better
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parent
8f9934d300
commit
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1 changed files with 26 additions and 2 deletions
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@ -87,7 +87,27 @@ class CameraInput {
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delta.x = 0;
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delta.x = 0;
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if (Math.abs(delta.y) < 0.05)
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if (Math.abs(delta.y) < 0.05)
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delta.y = 0;
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delta.y = 0;
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MarbleGame.instance.world.marble.camera.orbit(applyNonlinearScale(delta.x / scaleFactor), applyNonlinearScale(delta.y / scaleFactor), true);
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var inpX = clampInputs(delta.x / scaleFactor);
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var inpY = clampInputs(delta.y / scaleFactor);
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// Calculate velocity (per second) instead of per-frame delta
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var dt = MarbleGame.instance.world.timeState.dt; // Delta time in seconds
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var velocityX = inpX / dt;
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var velocityY = inpY / dt;
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var velocity = Math.sqrt(velocityX * velocityX + velocityY * velocityY) / 10.0;
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// Apply non-linear scaling based on velocity
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var scaledVelocity = applyNonlinearScale(velocity);
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var velocityMultiplier = velocity > 0 ? scaledVelocity / velocity : 1.0;
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MarbleGame.instance.world.marble.camera.orbit((inpX * velocityMultiplier), (inpY * velocityMultiplier), true);
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if (inpX != 0)
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prevMouse.x = e.relX;
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if (inpY != 0)
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prevMouse.y = e.relY;
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prevMouse.x = e.relX;
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prevMouse.x = e.relX;
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prevMouse.y = e.relY;
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prevMouse.y = e.relY;
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}
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}
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@ -106,8 +126,12 @@ class CameraInput {
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}
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}
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}
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}
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function clampInputs(value:Float) {
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return Util.clamp(value, -Settings.touchSettings.cameraSwipeExtent, Settings.touchSettings.cameraSwipeExtent);
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}
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function applyNonlinearScale(value:Float) {
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function applyNonlinearScale(value:Float) {
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var clamped = Util.clamp(value, -Settings.touchSettings.cameraSwipeExtent, Settings.touchSettings.cameraSwipeExtent);
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var clamped = value;
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return Math.abs(clamped) < 3 ? Math.pow(Math.abs(clamped / 2), 2.7) * (clamped >= 0 ? 1 : -1) : clamped;
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return Math.abs(clamped) < 3 ? Math.pow(Math.abs(clamped / 2), 2.7) * (clamped >= 0 ? 1 : -1) : clamped;
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}
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}
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