Fixing minor bugs

This commit is contained in:
Vladislav Khorev committed 2026-04-25 20:30:27 +03:00
1 parent c7b3f04cd4
commit 3495d28edf
9 files changed
+115 -25

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+28 -2
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@@ -169,6 +169,8 @@ namespace ZL
params1.scriptPath = "resources/start.lua";
params1.playerPosition = Eigen::Vector3f::Zero();
params1.ghostPosition = Eigen::Vector3f(0.f, 0.f, -20.f);
params1.teleportPosition = Eigen::Vector3f(-2.03001f, 0.f, -4.95618f);
params1.teleportRadius = 1.5f;
location1 = std::make_shared<Location>(renderer, inventory);
location1->setup(params1);
@@ -184,11 +186,35 @@ namespace ZL
params2.npcsJsonPath = "resources/config2/npcs2.json";
params2.ghostPosition = Eigen::Vector3f(700.f, 0.f, 700.f);
params2.teleportPosition = Eigen::Vector3f(-6.45, 0.0, 7.82);
params2.teleportRadius = 1.5f;
location2 = std::make_shared<Location>(renderer, inventory);
location2->setup(params2);
currentLocation = location1;
// Teleport callbacks: stepping into a location's zone hands the player
// to the other location at *its* teleport position. We pre-arm the
// destination's playerInTeleportZone so the player must walk out and
// back in before they can teleport again.
location1->onTeleport = [this]() {
std::cout << "[TELEPORT] location 1 -> location 2" << std::endl;
currentLocation = location2;
if (currentLocation->player) {
currentLocation->player->position = currentLocation->teleportPosition;
currentLocation->player->setTarget(currentLocation->teleportPosition);
}
currentLocation->playerInTeleportZone = true;
};
location2->onTeleport = [this]() {
std::cout << "[TELEPORT] location 2 -> location 1" << std::endl;
currentLocation = location1;
if (currentLocation->player) {
currentLocation->player->position = currentLocation->teleportPosition;
currentLocation->player->setTarget(currentLocation->teleportPosition);
}
currentLocation->playerInTeleportZone = true;
};
currentLocation = location2;
std::cout << "Load resurces step 5" << std::endl;
+63 -1
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@@ -141,6 +141,35 @@ namespace ZL
npcs.push_back(std::move(npc02));
// Teleport zone visuals: an upward fountain of sparks parked at the
// teleport position, so the player can spot the zone from a distance.
teleportPosition = params.teleportPosition;
teleportRadius = params.teleportRadius;
if (teleportRadius > 0.0f) {
teleportSparks = std::make_unique<SparkEmitter>();
std::vector<Vector3f> teleportEmitPoints;
teleportEmitPoints.push_back(Vector3f{ teleportPosition.x(), teleportPosition.y(), teleportPosition.z() });
teleportSparks->setEmissionPoints(teleportEmitPoints);
teleportSparks->setTexture(sparkTexture);
teleportSparks->setEmissionRate(50.0f);
teleportSparks->setMaxParticles(80);
teleportSparks->setParticleSize(0.15f);
teleportSparks->setBiasX(0.0f);
teleportSparks->setEmissionDirection(Vector3f{ 0.0f, 1.0f, 0.0f });
teleportSparks->setSpeedRange(0.5f, 1.0f);
teleportSparks->setZSpeedRange(0.5f, 1.5f);
teleportSparks->setScaleRange(0.5f, 1.0f);
teleportSparks->setLifeTimeRange(1500.0f, 2500.0f);
teleportSparks->setUseWorldSpace(true);
teleportSparks->markConfigured();
// If the player happens to spawn already inside the zone, treat them
// as in-zone so they don't immediately teleport on the first update.
if (player && (player->position - teleportPosition).norm() <= teleportRadius) {
playerInTeleportZone = true;
}
}
// Create shadow map (2048x2048, ortho size 40, near 0.1, far 100)
shadowMap = std::make_unique<ShadowMap>(2048, 40.0f, 0.1f, 100.0f);
shadowMap->setLightDirection(Eigen::Vector3f(-0.5f, -1.0f, -0.3f));
@@ -403,10 +432,15 @@ namespace ZL
const Eigen::Matrix4f currentView = renderer.GetCurrentModelViewMatrix();
if (player) player->prepareHitSparksForDraw(currentView);
for (auto& npc : npcs) npc->prepareHitSparksForDraw(currentView);
if (teleportSparks) teleportSparks->prepareForDraw(currentView);
if (player) player->draw(renderer);
for (auto& npc : npcs) npc->draw(renderer);
if (teleportSparks) {
teleportSparks->draw(renderer, Environment::zoom, Environment::width, Environment::height);
}
#ifdef SHOW_PATH
drawDebugNavigation();
#endif
@@ -592,11 +626,16 @@ namespace ZL
if (player) player->prepareHitSparksForDraw(cameraViewMatrix);
for (auto& npc : npcs) npc->prepareHitSparksForDraw(cameraViewMatrix);
if (teleportSparks) teleportSparks->prepareForDraw(cameraViewMatrix);
if (player) player->drawWithShadow(renderer, lightFromCamera, shadowMap->getDepthTexture(), lightDirCamera);
CheckGlError(__FILE__, __LINE__);
for (auto& npc : npcs) npc->drawWithShadow(renderer, lightFromCamera, shadowMap->getDepthTexture(), lightDirCamera);
if (teleportSparks) {
teleportSparks->draw(renderer, Environment::zoom, Environment::width, Environment::height);
}
#endif
CheckGlError(__FILE__, __LINE__);
@@ -681,6 +720,29 @@ namespace ZL
targetInteractNpcIndex = -1;
}
}
// Drive teleport spark animation regardless of whether the zone is armed.
if (teleportSparks) {
teleportSparks->update(static_cast<float>(delta));
}
// Teleport zone: rising-edge trigger only. The destination location's
// callback is responsible for placing the player back inside its own
// zone and setting playerInTeleportZone = true so we don't bounce.
if (player && onTeleport && teleportRadius > 0.0f) {
float distToZone = (player->position - teleportPosition).norm();
if (distToZone <= teleportRadius) {
if (!playerInTeleportZone) {
playerInTeleportZone = true;
std::cout << "[TELEPORT] Player entered teleport zone" << std::endl;
onTeleport();
return; // active location may have changed
}
}
else {
playerInTeleportZone = false;
}
}
}
void Location::handleDown(int64_t fingerId, int eventX, int eventY, int mx, int my)
@@ -742,7 +804,7 @@ namespace ZL
break;
}
}
if (npcIndex != -1) {
if (npcIndex != -1 && clickedNpc->hp > 0) {
targetInteractiveObject = nullptr;
if (clickedNpc->canAttack) {
+13
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@@ -11,6 +11,8 @@
#include "ScriptEngine.h"
#include "dialogue/DialogueSystem.h"
#include "SparkEmitter.h"
#include <functional>
namespace ZL
{
@@ -25,6 +27,8 @@ namespace ZL
std::string scriptPath;
Eigen::Vector3f playerPosition = Eigen::Vector3f::Zero();
Eigen::Vector3f ghostPosition = Eigen::Vector3f::Zero();
Eigen::Vector3f teleportPosition = Eigen::Vector3f::Zero();
float teleportRadius = 0.0f;
};
class Location
@@ -64,6 +68,15 @@ namespace ZL
ScriptEngine scriptEngine;
Dialogue::DialogueSystem dialogueSystem;
// Teleport zone: when the player crosses into the radius of teleportPosition,
// onTeleport() is invoked once. Re-triggering requires leaving the zone first
// (rising-edge detection via playerInTeleportZone).
Eigen::Vector3f teleportPosition = Eigen::Vector3f::Zero();
float teleportRadius = 0.0f;
bool playerInTeleportZone = false;
std::function<void()> onTeleport;
std::unique_ptr<SparkEmitter> teleportSparks;
#ifdef SHOW_PATH
std::vector<VertexRenderStruct> debugNavMeshes;
void buildDebugNavMeshes();
+1 -1
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@@ -112,7 +112,7 @@ void DialogueOverlay::drawDialogue(Renderer& renderer, const PresentationModel&
// const float H = Environment::projectionHeight;
const UiRect portraitRect{ 24.0f, 24.0f, 182.0f, 182.0f };
const UiRect textboxRect{ 220.0f, 24.0f, max(200.0f, W - 244.0f), 182.0f };
const UiRect textboxRect{ 220.0f, 24.0f, max(300.0f, W - 244.0f), 182.0f };
lastDialogueAdvanceRect = { portraitRect.x, portraitRect.y, textboxRect.x + textboxRect.w - portraitRect.x, textboxRect.h };
lastCutsceneAdvanceRect = {};
cutsceneAdvanceEnabled = false;
+3
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@@ -368,6 +368,8 @@ namespace ZL {
data.modelCorrectionRotY = item.value("modelCorrectionRotY", 0.0f) * static_cast<float>(M_PI) / 180.0f;
data.modelCorrectionRotZ = item.value("modelCorrectionRotZ", 0.0f) * static_cast<float>(M_PI) / 180.0f;
data.facingAngle = item.value("facingAngle", 0.0f);
// Load gift data if available
if (item.contains("gift") && item["gift"].is_object()) {
const auto& giftData = item["gift"];
@@ -471,6 +473,7 @@ namespace ZL {
npc->rotationSpeed = npcData.rotationSpeed;
npc->modelScale = npcData.modelScale;
npc->position = Eigen::Vector3f(npcData.positionX, npcData.positionY, npcData.positionZ);
npc->facingAngle = npcData.facingAngle;
npc->interactionRadius = npcData.interactionRadius;
// Set NPC metadata
+1
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@@ -60,6 +60,7 @@ namespace ZL {
float modelCorrectionRotX = 0.0f;
float modelCorrectionRotY = 0.0f;
float modelCorrectionRotZ = 0.0f;
float facingAngle = 0.0f;
GiftData gift;
float interactionRadius = 0.0f;
};