MUTATIONOFJB: Improve documentation, rename cryptic variables.

This commit is contained in:
Miroslav Remák
2018-08-25 23:12:01 +02:00
committed by Eugene Sandulenko
parent cda1f0dd3a
commit 578a6794de
7 changed files with 258 additions and 131 deletions
+14 -14
View File
@@ -381,22 +381,22 @@ Command::ExecuteResult ChangeObjectCommand::execute(ScriptExecutionContext &scri
switch (_register) {
case AC:
object->_AC = _value._byteVal;
object->_active = _value._byteVal;
break;
case FA:
object->_FA = _value._byteVal;
object->_firstFrame = _value._byteVal;
break;
case FR:
object->_FR = _value._byteVal;
object->_randomFrame = _value._byteVal;
break;
case NA:
object->_NA = _value._byteVal;
object->_numFrames = _value._byteVal;
break;
case FS:
object->_FS = _value._byteVal;
object->_roomFrameLSB = _value._byteVal;
break;
case CA:
object->_CA = _value._byteVal;
object->_currentFrame = _value._byteVal;
break;
case XX:
object->_x = _value._wordVal;
@@ -405,16 +405,16 @@ Command::ExecuteResult ChangeObjectCommand::execute(ScriptExecutionContext &scri
object->_y = _value._byteVal;
break;
case XL:
object->_XL = _value._wordVal;
object->_width = _value._wordVal;
break;
case YL:
object->_YL = _value._byteVal;
object->_height = _value._byteVal;
break;
case WX:
object->_WX = _value._wordVal;
break;
case WY:
object->_WY = _value._byteVal;
object->_roomFrameMSB = _value._byteVal;
break;
case SP:
object->_SP = _value._byteVal;
@@ -468,7 +468,7 @@ Command::ExecuteResult ChangeStaticCommand::execute(ScriptExecutionContext &scri
stat->_walkToY = _value._byteVal;
break;
case SP:
stat->_SP = _value._byteVal;
stat->_walkToFrame = _value._byteVal;
break;
default:
warning("Object does not support changing this register.");
@@ -493,7 +493,7 @@ Command::ExecuteResult ChangeSceneCommand::execute(ScriptExecutionContext &scrip
scene->_startup = _value._byteVal;
break;
case DL:
scene->_DL = _value._byteVal;
scene->_delay = _value._byteVal;
break;
case ND:
scene->_noDoors = _value._byteVal;
@@ -505,13 +505,13 @@ Command::ExecuteResult ChangeSceneCommand::execute(ScriptExecutionContext &scrip
scene->_noStatics = _value._byteVal;
break;
case PF:
scene->_palRotStart = _value._byteVal;
scene->_palRotFirst = _value._byteVal;
break;
case PL:
scene->_palRotEnd = _value._byteVal;
scene->_palRotLast = _value._byteVal;
break;
case PD:
scene->_palRotPeriod = _value._byteVal;
scene->_palRotDelay = _value._byteVal;
break;
default:
warning("Scene does not support changing this register.");
+15 -15
View File
@@ -318,14 +318,14 @@ bool Console::cmd_dumpsceneinfo(int argc, const char **argv) {
Scene *scene = _vm->getGame().getGameData().getScene(sceneId);
if (scene) {
debugPrintf("Startup: %u\n", (unsigned int) scene->_startup);
debugPrintf("Delay: %u\n", (unsigned int) scene->_DL);
debugPrintf("Delay: %u\n", (unsigned int) scene->_delay);
debugPrintf("Doors: %u\n", (unsigned int) scene->_noDoors);
debugPrintf("Objects: %u\n", (unsigned int) scene->_noObjects);
debugPrintf("Statics: %u\n", (unsigned int) scene->_noStatics);
debugPrintf("ObstacleY1: %u\n", (unsigned int) scene->_obstacleY1);
debugPrintf("PalRotStart: %u\n", (unsigned int) scene->_palRotStart);
debugPrintf("PalRotEnd: %u\n", (unsigned int) scene->_palRotEnd);
debugPrintf("PalRotPeriod: %u\n", (unsigned int) scene->_palRotPeriod);
debugPrintf("PalRotFirst: %u\n", (unsigned int) scene->_palRotFirst);
debugPrintf("PalRotLast: %u\n", (unsigned int) scene->_palRotLast);
debugPrintf("PalRotDelay: %u\n", (unsigned int) scene->_palRotDelay);
} else {
debugPrintf(_("Scene %u not found.\n"), (unsigned int) sceneId);
}
@@ -377,19 +377,19 @@ bool Console::cmd_dumpobjectinfo(int argc, const char **argv) {
if (scene) {
Object *const object = scene->getObject(objectId);
if (object) {
debugPrintf("AC: %u\n", (unsigned int) object->_AC);
debugPrintf("FA: %u\n", (unsigned int) object->_FA);
debugPrintf("FR: %u\n", (unsigned int) object->_FR);
debugPrintf("NA: %u\n", (unsigned int) object->_NA);
debugPrintf("FS: %u\n", (unsigned int) object->_FS);
debugPrintf("Unknown: %u\n", (unsigned int) object->_unknown);
debugPrintf("CA: %u\n", (unsigned int) object->_CA);
debugPrintf("AC: %u\n", (unsigned int) object->_active);
debugPrintf("FA: %u\n", (unsigned int) object->_firstFrame);
debugPrintf("FR: %u\n", (unsigned int) object->_randomFrame);
debugPrintf("NA: %u\n", (unsigned int) object->_numFrames);
debugPrintf("FS: %u\n", (unsigned int) object->_roomFrameLSB);
debugPrintf("Jump chance: %u\n", (unsigned int) object->_jumpChance);
debugPrintf("CA: %u\n", (unsigned int) object->_currentFrame);
debugPrintf("X: %u\n", (unsigned int) object->_x);
debugPrintf("Y: %u\n", (unsigned int) object->_y);
debugPrintf("XL: %u\n", (unsigned int) object->_XL);
debugPrintf("YL: %u\n", (unsigned int) object->_YL);
debugPrintf("XL: %u\n", (unsigned int) object->_width);
debugPrintf("YL: %u\n", (unsigned int) object->_height);
debugPrintf("WX: %u\n", (unsigned int) object->_WX);
debugPrintf("WY: %u\n", (unsigned int) object->_WY);
debugPrintf("WY: %u\n", (unsigned int) object->_roomFrameMSB);
debugPrintf("SP: %u\n", (unsigned int) object->_SP);
} else {
debugPrintf(_("Object %u not found.\n"), (unsigned int) objectId);
@@ -421,7 +421,7 @@ bool Console::cmd_dumpstaticinfo(int argc, const char **argv) {
debugPrintf("Height: %u\n", (unsigned int) stat->_height);
debugPrintf("WalkToX: %u\n", (unsigned int) stat->_walkToY);
debugPrintf("WalkToY: %u\n", (unsigned int) stat->_walkToX);
debugPrintf("WalkToFrame: %u\n", (unsigned int) stat->_SP);
debugPrintf("WalkToFrame: %u\n", (unsigned int) stat->_walkToFrame);
} else {
debugPrintf(_("Static %u not found.\n"), (unsigned int) staticId);
}
+16 -16
View File
@@ -58,19 +58,19 @@ bool Door::loadFromStream(Common::ReadStream &stream) {
}
bool Object::loadFromStream(Common::ReadStream &stream) {
_AC = stream.readByte();
_FA = stream.readByte();
_FR = stream.readByte();
_NA = stream.readByte();
_FS = stream.readByte();
_unknown = stream.readByte();
_CA = stream.readByte();
_active = stream.readByte();
_firstFrame = stream.readByte();
_randomFrame = stream.readByte();
_numFrames = stream.readByte();
_roomFrameLSB = stream.readByte();
_jumpChance = stream.readByte();
_currentFrame = stream.readByte();
_x = stream.readUint16LE();
_y = stream.readByte();
_XL = stream.readUint16LE();
_YL = stream.readByte();
_width = stream.readUint16LE();
_height = stream.readByte();
_WX = stream.readUint16LE();
_WY = stream.readByte();
_roomFrameMSB = stream.readByte();
_SP = stream.readByte();
return true;
@@ -85,13 +85,13 @@ bool Static::loadFromStream(Common::ReadStream &stream) {
_height = stream.readByte();
_walkToX = stream.readUint16LE();
_walkToY = stream.readByte();
_SP = stream.readByte();
_walkToFrame = stream.readByte();
return true;
}
bool Bitmap::loadFromStream(Common::ReadStream &stream) {
_frame = stream.readByte();
_roomFrame = stream.readByte();
_isVisible = stream.readByte();
_x1 = stream.readUint16LE();
_y1 = stream.readByte();
@@ -108,7 +108,7 @@ bool Scene::loadFromStream(Common::ReadStream &stream) {
_unknown001 = stream.readByte();
_unknown002 = stream.readByte();
_unknown003 = stream.readByte();
_DL = stream.readByte();
_delay = stream.readByte();
_noDoors = stream.readByte();
_noDoors = MIN(_noDoors, (uint8) ARRAYSIZE(_doors));
@@ -133,9 +133,9 @@ bool Scene::loadFromStream(Common::ReadStream &stream) {
}
_obstacleY1 = stream.readUint16LE();
_palRotStart = stream.readByte();
_palRotEnd = stream.readByte();
_palRotPeriod = stream.readByte();
_palRotFirst = stream.readByte();
_palRotLast = stream.readByte();
_palRotDelay = stream.readByte();
_exhaustedChoiceNext = stream.readByte();
for (i = 0; i < 79; ++i) {
+177 -64
View File
@@ -36,40 +36,49 @@ enum {
MAX_ENTITY_NAME_LENGTH = 0x14
};
/*
There are 4 types of entities present in the game data:
- Door
- Object
- Static
- Bitmap
*/
/** @file gamedata.h
* There are 4 types of entities present in the game data:
* - Door
* - Object
* - Static
* - Bitmap
*/
/**
* An interactable scene changer with no visual representation.
*/
struct Door {
/*
Door name.
Can be empty - deactivates door completely.
*/
/**
* Door name (NM register).
*
* Can be empty - deactivates door completely (you can't mouse over or interact with it at all).
*
* If it ends with '+', using the "go" verb on the door will not implicitly change the scene,
* but the player will still walk towards the door.
*
* TODO: Implement the '+' restriction.
*/
char _name[MAX_ENTITY_NAME_LENGTH + 1];
/*
Scene ID where the door leads.
Can be 0 - you can hover your mouse over it, but clicking it doesn't do anything (unless scripted).
*/
/**
* Scene ID where the door leads (LT register).
* Can be 0 - you can hover your mouse over it, but clicking it doesn't do anything (unless scripted).
*/
uint8 _destSceneId;
/* X coordinate for player's position after going through the door. */
/** X coordinate for player's position after going through the door (SX register). */
uint16 _destX;
/* Y coordinate for player's position after going through the door. */
/** Y coordinate for player's position after going through the door (SY register). */
uint16 _destY;
/* X coordinate of the door rectangle. */
/** X coordinate of the door rectangle (XX register). */
uint16 _x;
/* Y coordinate of the door rectangle. */
/** Y coordinate of the door rectangle (YY register). */
uint8 _y;
/* Width of the door rectangle. */
/** Width of the door rectangle (XL register). */
uint16 _width;
/* Height of the door rectangle. */
/** Height of the door rectangle (YL register). */
uint8 _height;
/* X coordinate for position towards player will walk after clicking the door. */
/** X coordinate for position player will walk towards after clicking the door (WX register). */
uint16 _walkToX;
/* Y coordinate for position towards player will walk after clicking the door. */
/** Y coordinate for position player will walk towards after clicking the door (WY register). */
uint8 _walkToY;
/* Unknown for now - likely not even used. */
uint8 _SP;
@@ -77,56 +86,148 @@ struct Door {
bool loadFromStream(Common::ReadStream &stream);
};
/**
* An animated image in the scene.
*
* Object frames consist of surfaces carved out of room frames (starting from _roomFrame
* up until _roomFrame + _numFrames - 1) based on the object's rectangle. They are stored
* in the shared object frame space that each object occupies a continous part of from
* the beginning.
*
* By using the term "frame" alone we will be referring to an object frame, not a room
* frame.
*
* For details regarding animation playback, see objectanimationtask.cpp.
*/
struct Object {
uint8 _AC;
uint8 _FA;
uint8 _FR;
uint8 _NA;
uint8 _FS;
uint8 _unknown;
uint8 _CA;
uint16 _x;
uint8 _y;
uint16 _XL;
uint8 _YL;
uint16 _WX;
uint8 _WY;
uint8 _SP;
bool loadFromStream(Common::ReadStream &stream);
};
struct Static {
/** Controls whether the animation is playing. */
uint8 _active;
char _name[MAX_ENTITY_NAME_LENGTH + 1];
/**
* Number of the first frame this object has in the shared object frame space (FA register).
*
* For the first object, it is equal to 1.
* For any subsequent object, it is equal to (_firstFrame + _numFrames) of the previous object.
*
* @note The numbering starts from 1.
* @note Technically this field is useless because it can be calculated.
*/
uint8 _firstFrame;
/**
* The frame that is jumped to randomly based on _jumpChance (FR register).
*
* @note Numbered from 1 and relative to _firstFrame.
* @note A value of 0 disables randomness completely.
* @see objectanimationtask.cpp
* @see _jumpChance
*/
uint8 _randomFrame;
/** Number of animation frames (NA register). */
uint8 _numFrames;
/**
* Low 8 bits of the 16-bit starting room frame (FS register).
*
* @see _roomFrameMSB
*/
uint8 _roomFrameLSB;
/**
* Chance (1 in x) of the animation jumping to _randomFrame.
*
* @see objectanimationtask.cpp
*/
uint8 _jumpChance;
/**
* Current animation frame (CA register).
*
* @note Absolute index to the frame space. Numbered from 1.
*/
uint8 _currentFrame;
/** X coordinate of the object rectangle (XX register). */
uint16 _x;
/** Y coordinate of the object rectangle (YY register). */
uint8 _y;
/** Width of the object rectangle (XL register). */
uint16 _width;
/** Height of the object rectangle (YL register). */
uint8 _height;
uint16 _walkToX;
uint8 _walkToY;
/** A general-purpose register for use in scripts. Nothing to do with animation. */
uint16 _WX;
/**
* High 8 bits of the 16-bit starting room frame (WY register).
*
* @see _roomFrameLSB
*/
uint8 _roomFrameMSB;
/* Unknown. TODO: Figure out what this does. */
uint8 _SP;
bool loadFromStream(Common::ReadStream &stream);
};
/**
* An interactable area without a visual representation.
*/
struct Static {
/** Whether you can mouse over and interact with the static (AC register). */
uint8 _active;
/**
* Static name (NM register).
*
* If it starts with '~', the static has an implicit "pickup" action that adds
* an item with the same name (except '`' replaces '~') to your inventory and
* disables the static. If there is a matching scripted "pickup" action, it
* overrides the implicit action.
*
* TODO: Support '~' statics.
*/
char _name[MAX_ENTITY_NAME_LENGTH + 1];
/** X coordinate of the static rectangle (XX register). */
uint16 _x;
/** Y coordinate of the static rectangle (YY register). */
uint8 _y;
/** Width of the static rectangle (XL register). */
uint16 _width;
/** Height of the static rectangle (YL register). */
uint8 _height;
/** X coordinate of the position the player will walk towards after clicking the static (WX register). */
uint16 _walkToX;
/** Y coordinate of the position the player will walk towards after clicking the static (WY register). */
uint8 _walkToY;
/** Player frame (rotation) set after the player finishes walking towards the walk to position (SP register). */
uint8 _walkToFrame;
bool loadFromStream(Common::ReadStream &stream);
};
/**
* A static image that is carved out of a room frame based on its rectangle.
* The bitmap rectangle also specifies where to blit it on the screen.
*/
struct Bitmap {
uint8 _frame;
/** Room frame that this bitmap carves out of. */
uint8 _roomFrame;
/** Whether to draw the bitmap. */
uint8 _isVisible;
/** X coordinate of the top left corner of the bitmap rectangle. */
uint16 _x1;
/** Y coordinate of the top left corner of the bitmap rectangle. */
uint8 _y1;
/** X coordinate of the bottom right corner of the bitmap rectangle. */
uint16 _x2;
/** Y coordinate of the bottom right corner of the bitmap rectangle. */
uint8 _y2;
bool loadFromStream(Common::ReadStream &stream);
};
/**
* Encoded exhausted choice.
*/
struct ExhaustedChoice {
/*
1 bit - context
3 bits - choice index
4 bits - choice list index
*/
/**
* 1 bit - context
* 3 bits - choice index
* 4 bits - choice list index
*/
uint8 _encodedData;
uint8 getContext() const { return (_encodedData >> 7) & 0x1; }
@@ -154,29 +255,41 @@ struct Scene {
void addExhaustedChoice(uint8 context, uint8 choiceIndex, uint8 choiceIndexList);
bool isChoiceExhausted(uint8 context, uint8 choiceIndex, uint8 choiceIndexList) const;
/** Refers to the script block that will be executed when you enter this scene (DS register). */
uint8 _startup;
/**
* These three variables control downscaling of the player character depending on his Y.
* TODO: Find out more.
*/
uint8 _unknown001;
uint8 _unknown002;
uint8 _unknown003;
uint8 _DL;
uint8 _delay; /**< Delay between object animation advancements (DL register). */
uint8 _noDoors;
Door _doors[5];
uint8 _noDoors; /**< Number of doors in the scene (ND register). */
Door _doors[5]; /**< Door definitions. */
uint8 _noObjects;
Object _objects[9];
uint8 _noObjects; /**< Number of animated objects in the scene (NO register). */
Object _objects[9]; /**< Object definitions. */
uint8 _noStatics;
Static _statics[15];
uint8 _noStatics; /**< Number of statics in the scene (NS register). */
Static _statics[15]; /**< Static definitions. */
Bitmap _bitmaps[10];
Bitmap _bitmaps[10]; /**< Bitmap definitions. There is no corresponding _noBitmaps field. */
uint16 _obstacleY1;
uint8 _palRotStart;
uint8 _palRotEnd;
uint8 _palRotPeriod;
uint16 _obstacleY1; /**< Fixed Y coordinate for all static obstacles in the scene. Always 0 in data files. */
/* Points to the first free item in exhausted choices list. */
/** First index (inclusive and 0-indexed) of the rotating portion of the palette (PF register). */
uint8 _palRotFirst;
/** Last index (inclusive and 0-indexed) of the rotating portion of the palette (PL register). */
uint8 _palRotLast;
/** Delay between each right rotation of the palette portion (PD register). */
uint8 _palRotDelay;
/**
* Points to the first free item in exhausted choices list.
* @note Indexed from 1.
*/
uint8 _exhaustedChoiceNext;
ExhaustedChoice _exhaustedChoices[79];
+7 -7
View File
@@ -71,12 +71,12 @@ void RoomAnimationDecoderCallback::onFrame(int frameNo, Graphics::Surface &surfa
const uint8 noObjects = scene->getNoObjects();
for (int i = 0; i < noObjects; ++i) {
Object &object = scene->_objects[i];
const uint16 startFrame = (object._WY << 8) + object._FS;
if (frameNo1 >= startFrame && frameNo1 < startFrame + object._NA) {
const uint16 startFrame = (object._roomFrameMSB << 8) + object._roomFrameLSB;
if (frameNo1 >= startFrame && frameNo1 < startFrame + object._numFrames) {
const int x = object._x;
const int y = object._y;
const int w = (object._XL + 3) / 4 * 4; // Original code uses this to round up width to a multiple of 4.
const int h = object._YL;
const int w = (object._width + 3) / 4 * 4; // Original code uses this to round up width to a multiple of 4.
const int h = object._height;
Common::Rect rect(x, y, x + w, y + h);
const Graphics::Surface sharedSurface = surface.getSubArea(rect);
@@ -100,11 +100,11 @@ bool Room::load(uint8 roomNumber, bool roomB) {
for (int i = 0; i < noObjects; ++i) {
uint8 firstIndex = 0;
if (i != 0) {
firstIndex = _objectsStart[i - 1] + scene->_objects[i - 1]._NA;
firstIndex = _objectsStart[i - 1] + scene->_objects[i - 1]._numFrames;
}
_objectsStart.push_back(firstIndex);
uint8 numAnims = scene->_objects[i]._NA;
uint8 numAnims = scene->_objects[i]._numFrames;
while (numAnims--) {
_surfaces.push_back(Graphics::Surface());
}
@@ -142,7 +142,7 @@ void Room::redraw() {
Scene *const currentScene = _game->getGameData().getCurrentScene();
for (int i = 0; i < currentScene->getNoObjects(); ++i) {
Object *const obj = currentScene->getObject(i + 1);
if (obj->_AC) {
if (obj->_active) {
drawObjectAnimation(i + 1, 0);
}
}
@@ -31,6 +31,7 @@ namespace MutationOfJB {
static const int TICK_MILLIS = 100;
// TODO: Respect currentScene._delay.
ObjectAnimationTask::ObjectAnimationTask() : _timer(TICK_MILLIS) {
}
@@ -47,6 +48,17 @@ void ObjectAnimationTask::update() {
}
}
/**
* Advances every object animation in the current scene to the next frame.
*
* Normally the animation restarts after the last object frame. However, some animations have random
* elements to them. If _randomFrame is set, the animation restarts when _randomFrame is reached.
* Additionally, there is a chance with each frame until _randomFrame that the animation may jump
* straight to _randomFrame and continue until the last frame, then wrap around to the first frame.
*
* Randomness is used to introduce variety - e.g. in the starting scene a perched bird occassionally
* spreads its wings.
*/
void ObjectAnimationTask::updateObjects() {
Scene *const scene = getTaskManager()->getGame().getGameData().getCurrentScene();
if (!scene) {
@@ -56,34 +68,34 @@ void ObjectAnimationTask::updateObjects() {
for (uint8 i = 1; i <= scene->getNoObjects(); ++i) {
Object *const object = scene->getObject(i);
// Skip if object animation not active.
if (!object->_AC)
if (!object->_active)
continue;
// Number of framers must be higher than 1.
if (object->_NA <= 1)
// Number of frames must be higher than 1.
if (object->_numFrames <= 1)
continue;
const uint8 currentAnimOffset = object->_CA - object->_FA;
const uint8 currentAnimOffset = object->_currentFrame - object->_firstFrame;
const bool randomized = object->_FR != 0;
const bool belowRandomFrame = currentAnimOffset < (object->_FR - 1);
const bool randomized = object->_randomFrame != 0;
const bool belowRandomFrame = currentAnimOffset < (object->_randomFrame - 1);
uint8 maxAnimOffset = object->_NA - 1;
uint8 maxAnimOffset = object->_numFrames - 1;
if (randomized && belowRandomFrame) {
maxAnimOffset = object->_FR - 2;
maxAnimOffset = object->_randomFrame - 2;
}
uint8 nextAnimationOffset = currentAnimOffset + 1;
if (currentAnimOffset == maxAnimOffset) {
if (randomized && object->_unknown != 0 && getTaskManager()->getGame().getRandomSource().getRandomNumber(object->_unknown) == 0)
nextAnimationOffset = object->_FR - 1;
if (randomized && object->_jumpChance != 0 && getTaskManager()->getGame().getRandomSource().getRandomNumber(object->_jumpChance) == 0)
nextAnimationOffset = object->_randomFrame - 1;
else
nextAnimationOffset = 0;
}
// TODO: Hardcoded animations.
object->_CA = nextAnimationOffset + object->_FA;
object->_currentFrame = nextAnimationOffset + object->_firstFrame;
getTaskManager()->getGame().getRoom().drawObjectAnimation(i, nextAnimationOffset);
}
}
+6 -4
View File
@@ -60,10 +60,12 @@ void SayTask::drawSubtitle(const Common::String &text, int16 talkX, int16 talkY,
Common::Array<Common::String> lines;
font.wordWrap(text, MAX_LINE_WIDTH, lines);
// Get the x, y coordinates of the top center point of the text's bounding box
// from the (rather strange) talk coordinates coming from scripts.
int16 x = talkX;
int16 y = talkY - (lines.size() - 1) * font.getLineHeight() - 15; // Get the top y
int16 y = talkY - (lines.size() - 1) * font.getLineHeight() - 15;
// Clamp to screen edges
// Clamp to screen edges.
y = MAX<int16>(y, 3);
int16 maxWidth = 0;
for (uint i = 0; i < lines.size(); i++) {
@@ -75,12 +77,12 @@ void SayTask::drawSubtitle(const Common::String &text, int16 talkX, int16 talkY,
x = MIN<int16>(x, 317 - lineWidth / 2);
}
// Draw lines
// Draw lines.
for (uint i = 0; i < lines.size(); i++) {
font.drawString(lines[i], color, x - font.getWidth(lines[i]) / 2, y + i * font.getLineHeight(), getTaskManager()->getGame().getScreen());
}
// Remember the area occupied by the text
// Remember the area occupied by the text.
_boundingBox.top = x - maxWidth / 2;
_boundingBox.left = y;
_boundingBox.setWidth(maxWidth);