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Correctly calculate the screen dimensions when the resolution is not …
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…dividable by the tile size.

Rename the screen variables in the Parallax code as the same name (var shadowing) is confusing.

Fixes incorrect scrolling of the map in Beloved Rapture
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Ghabry committed Nov 8, 2024
1 parent d0e696a commit e7767ff
Showing 1 changed file with 17 additions and 20 deletions.
37 changes: 17 additions & 20 deletions src/game_map.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -104,9 +104,6 @@ void Game_Map::OnContinueFromBattle() {
static Game_Map::Parallax::Params GetParallaxParams();

void Game_Map::Init() {
screen_width = (Player::screen_width / 16) * SCREEN_TILE_SIZE;
screen_height = (Player::screen_height / 16) * SCREEN_TILE_SIZE;

Dispose();

map_info = {};
Expand Down Expand Up @@ -156,8 +153,8 @@ int Game_Map::GetMapSaveCount() {
void Game_Map::Setup(std::unique_ptr<lcf::rpg::Map> map_in) {
Dispose();

screen_width = (Player::screen_width / 16) * SCREEN_TILE_SIZE;
screen_height = (Player::screen_height / 16) * SCREEN_TILE_SIZE;
screen_width = (Player::screen_width / 16.0) * SCREEN_TILE_SIZE;
screen_height = (Player::screen_height / 16.0) * SCREEN_TILE_SIZE;

map = std::move(map_in);

Expand Down Expand Up @@ -637,7 +634,7 @@ void Game_Map::Scroll(int dx, int dy) {
// that acc changed by.
static void ClampingAdd(int low, int high, int& acc, int& inc) {
int original_acc = acc;
acc = std::max(low, std::min(high, acc + inc));
acc = std::clamp(acc + inc, low, high);
inc = acc - original_acc;
}

Expand Down Expand Up @@ -1651,7 +1648,7 @@ void Game_Map::SetPositionX(int x, bool reset_panorama) {
if (LoopHorizontal()) {
x = Utils::PositiveModulo(x, map_width);
} else {
x = std::max(0, std::min(map_width - screen_width, x));
x = std::clamp(x, 0, map_width - screen_width);
}
map_info.position_x = x;
if (reset_panorama) {
Expand All @@ -1673,7 +1670,7 @@ void Game_Map::SetPositionY(int y, bool reset_panorama) {
if (LoopVertical()) {
y = Utils::PositiveModulo(y, map_height);
} else {
y = std::max(0, std::min(map_height - screen_height, y));
y = std::clamp(y, 0, map_height - screen_height);
}
map_info.position_y = y;
if (reset_panorama) {
Expand Down Expand Up @@ -2037,19 +2034,19 @@ void Game_Map::Parallax::ResetPositionX() {
parallax_fake_x = false;

if (!params.scroll_horz && !LoopHorizontal()) {
int screen_width = Player::screen_width;
int pan_screen_width = Player::screen_width;
if (Player::game_config.fake_resolution.Get()) {
screen_width = SCREEN_TARGET_WIDTH;
pan_screen_width = SCREEN_TARGET_WIDTH;
}

int tiles_per_screen = screen_width / TILE_SIZE;
if (screen_width % TILE_SIZE != 0) {
int tiles_per_screen = pan_screen_width / TILE_SIZE;
if (pan_screen_width % TILE_SIZE != 0) {
++tiles_per_screen;
}

if (GetTilesX() > tiles_per_screen && parallax_width > screen_width) {
if (GetTilesX() > tiles_per_screen && parallax_width > pan_screen_width) {
const int w = (GetTilesX() - tiles_per_screen) * TILE_SIZE;
const int ph = 2 * std::min(w, parallax_width - screen_width) * map_info.position_x / w;
const int ph = 2 * std::min(w, parallax_width - pan_screen_width) * map_info.position_x / w;
if (Player::IsRPG2k()) {
SetPositionX(ph);
} else {
Expand All @@ -2075,19 +2072,19 @@ void Game_Map::Parallax::ResetPositionY() {
parallax_fake_y = false;

if (!params.scroll_vert && !Game_Map::LoopVertical()) {
int screen_height = Player::screen_height;
int pan_screen_height = Player::screen_height;
if (Player::game_config.fake_resolution.Get()) {
screen_height = SCREEN_TARGET_HEIGHT;
pan_screen_height = SCREEN_TARGET_HEIGHT;
}

int tiles_per_screen = screen_height / TILE_SIZE;
if (screen_height % TILE_SIZE != 0) {
int tiles_per_screen = pan_screen_height / TILE_SIZE;
if (pan_screen_height % TILE_SIZE != 0) {
++tiles_per_screen;
}

if (GetTilesY() > tiles_per_screen && parallax_height > screen_height) {
if (GetTilesY() > tiles_per_screen && parallax_height > pan_screen_height) {
const int h = (GetTilesY() - tiles_per_screen) * TILE_SIZE;
const int pv = 2 * std::min(h, parallax_height - screen_height) * map_info.position_y / h;
const int pv = 2 * std::min(h, parallax_height - pan_screen_height) * map_info.position_y / h;
SetPositionY(pv);
} else {
panorama.pan_y = 0;
Expand Down

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