3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2004 Matthias Braun <matze@braunis.de
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
26 #include "lisp/lisp.h"
27 #include "lisp/writer.h"
28 #include "lisp/list_iterator.h"
33 #include "app/globals.h"
35 #include "object_factory.h"
37 using namespace SuperTux;
39 Camera::Camera(Sector* newsector)
40 : sector(newsector), do_backscrolling(true), scrollchange(NONE),
41 auto_idx(0), auto_t(0)
51 Camera::get_translation() const
57 Camera::parse(const lisp::Lisp& reader)
61 reader.get("mode", modename);
62 if(modename == "normal") {
65 do_backscrolling = true;
66 reader.get("backscrolling", do_backscrolling);
67 } else if(modename == "autoscroll") {
68 printf("autoscroll.\n");
71 const lisp::Lisp* path_lisp = reader.get_lisp("path");
73 throw std::runtime_error("No path specified in autoscroll camera.");
75 lisp::ListIterator iter(path_lisp);
78 if(iter.item() != "point") {
79 std::cerr << "Warning: unknown token '" << iter.item()
80 << "' in camera path.\n";
83 const lisp::Lisp* point_lisp = iter.lisp();
86 if(!point_lisp->get("x", point.position.x) ||
87 !point_lisp->get("y", point.position.y)) {
88 throw std::runtime_error("x and y missing in point of camerapath");
90 point_lisp->get("speed", speed);
92 scrollpoints.push_back(point);
94 } else if(modename == "manual") {
97 std::stringstream str;
98 str << "invalid camera mode '" << modename << "'found in worldfile.";
99 throw std::runtime_error(str.str());
104 Camera::write(lisp::Writer& writer)
106 writer.start_list("camera");
109 writer.write_string("mode", "normal");
110 writer.write_bool("backscrolling", do_backscrolling);
111 } else if(mode == AUTOSCROLL) {
112 writer.write_string("mode", "autoscroll");
113 writer.start_list("path");
114 for(std::vector<ScrollPoint>::iterator i = scrollpoints.begin();
115 i != scrollpoints.end(); ++i) {
116 writer.start_list("point");
117 writer.write_float("x", i->position.x);
118 writer.write_float("y", i->position.y);
119 writer.write_float("speed", i->speed);
120 writer.end_list("point");
123 writer.end_list("path");
124 } else if(mode == MANUAL) {
125 writer.write_string("mode", "manual");
128 writer.end_list("camera");
132 Camera::reset(const Vector& tuxpos)
134 translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
135 translation.y = tuxpos.y - SCREEN_HEIGHT/2;
142 Camera::shake(float time, float x, float y)
144 shaketimer.start(time);
147 shakespeed = M_PI/2 / time;
150 static const float EPSILON = .00001;
151 static const float max_speed_y = 140;
154 Camera::action(float elapsed_time)
157 scroll_normal(elapsed_time);
158 else if(mode == AUTOSCROLL)
159 scroll_autoscroll(elapsed_time);
163 Camera::keep_in_bounds()
165 float width = sector->solids->get_width() * 32;
166 float height = sector->solids->get_height() * 32;
168 // don't scroll before the start or after the level's end
169 if(translation.y > height - SCREEN_HEIGHT)
170 translation.y = height - SCREEN_HEIGHT;
171 if(translation.y < 0)
173 if(translation.x > width - SCREEN_WIDTH)
174 translation.x = width - SCREEN_WIDTH;
175 if(translation.x < 0)
182 if(shaketimer.started()) {
183 translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
184 translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
189 Camera::scroll_normal(float elapsed_time)
192 Player* player = sector->player;
194 // check that we don't have division by zero later
195 if(elapsed_time < EPSILON)
198 /****** Vertical Scrolling part ******/
199 bool do_y_scrolling = true;
201 if(player->is_dying() || sector->solids->get_height() == 19)
202 do_y_scrolling = false;
205 // target_y is the high we target our scrolling at. This is not always the
206 // high of the player, but if he is jumping upwards we should use the
207 // position where he last touched the ground. (this probably needs
208 // exceptions for trampolines and similar things in the future)
210 if(player->fall_mode == Player::JUMPING)
211 target_y = player->last_ground_y + player->get_bbox().get_height();
213 target_y = player->get_bbox().p2.y;
215 // delta_y is the distance we'd have to travel to directly reach target_y
216 float delta_y = translation.y - (target_y - SCREEN_HEIGHT/2);
217 // speed is the speed the camera would need to reach target_y in this frame
218 float speed_y = delta_y / elapsed_time;
220 // limit the camera speed when jumping upwards
221 if(player->fall_mode != Player::FALLING
222 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
223 if(speed_y > max_speed_y)
224 speed_y = max_speed_y;
225 else if(speed_y < -max_speed_y)
226 speed_y = -max_speed_y;
229 // finally scroll with calculated speed
230 translation.y -= speed_y * elapsed_time;
233 /****** Horizontal scrolling part *******/
235 // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
237 // when suddenly changing directions while scrolling into the other direction.
238 // abort scrolling, since tux might be going left/right at a relatively small
239 // part of the map (like when jumping upwards)
240 if((player->dir == ::LEFT && scrollchange == RIGHT)
241 || (player->dir == ::RIGHT && scrollchange == LEFT))
243 // when in left 1/3rd of screen scroll left
244 if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16
247 // scroll right when in right 1/3rd of screen
248 else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16)
249 scrollchange = RIGHT;
251 // calculate our scroll target depending on scroll mode
253 if(scrollchange == LEFT)
254 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2;
255 else if(scrollchange == RIGHT)
256 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
258 target_x = translation.x;
260 // that's the distance we would have to travel to reach target_x
261 float delta_x = translation.x - target_x;
262 // the speed we'd need to travel to reach target_x in this frame
263 float speed_x = delta_x / elapsed_time;
266 float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
269 else if(speed_x < -maxv)
273 translation.x -= speed_x * elapsed_time;
280 Camera::scroll_autoscroll(float elapsed_time)
282 Player* player = sector->player;
284 if(player->is_dying())
287 if(auto_t - elapsed_time >= 0) {
288 translation += current_dir * elapsed_time;
289 auto_t -= elapsed_time;
291 // do the rest of the old movement
292 translation += current_dir * auto_t;
293 elapsed_time -= auto_t;
296 // construct path for next point
297 if(auto_idx+1 >= scrollpoints.size()) {
301 Vector distance = scrollpoints[auto_idx+1].position
302 - scrollpoints[auto_idx].position;
303 current_dir = distance.unit() * scrollpoints[auto_idx].speed;
304 auto_t = distance.norm() / scrollpoints[auto_idx].speed;
306 // do movement for the remaining time
307 translation += current_dir * elapsed_time;
308 auto_t -= elapsed_time;