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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@@ -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) {