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->w/3 * 2;
135 translation.y = tuxpos.y - screen->h/2;
139 static const float EPSILON = .00001;
140 static const float max_speed_y = 140;
143 Camera::action(float elapsed_time)
146 scroll_normal(elapsed_time);
147 else if(mode == AUTOSCROLL)
148 scroll_autoscroll(elapsed_time);
152 Camera::keep_in_bounds()
154 float width = sector->solids->get_width() * 32;
155 float height = sector->solids->get_height() * 32;
157 // don't scroll before the start or after the level's end
158 if(translation.y > height - screen->h)
159 translation.y = height - screen->h;
160 if(translation.y < 0)
162 if(translation.x > width - screen->w)
163 translation.x = width - screen->w;
164 if(translation.x < 0)
169 Camera::scroll_normal(float elapsed_time)
172 Player* player = sector->player;
174 // check that we don't have division by zero later
175 if(elapsed_time < EPSILON)
178 /****** Vertical Scrolling part ******/
179 bool do_y_scrolling = true;
181 if(player->is_dying() || sector->solids->get_height() == 19)
182 do_y_scrolling = false;
185 // target_y is the high we target our scrolling at. This is not always the
186 // high of the player, but if he is jumping upwards we should use the
187 // position where he last touched the ground. (this probably needs
188 // exceptions for trampolines and similar things in the future)
190 if(player->fall_mode == Player::JUMPING)
191 target_y = player->last_ground_y + player->get_bbox().get_height();
193 target_y = player->get_bbox().p2.y;
195 // delta_y is the distance we'd have to travel to directly reach target_y
196 float delta_y = translation.y - (target_y - screen->h/2);
197 // speed is the speed the camera would need to reach target_y in this frame
198 float speed_y = delta_y / elapsed_time;
200 // limit the camera speed when jumping upwards
201 if(player->fall_mode != Player::FALLING
202 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
203 if(speed_y > max_speed_y)
204 speed_y = max_speed_y;
205 else if(speed_y < -max_speed_y)
206 speed_y = -max_speed_y;
209 // finally scroll with calculated speed
210 translation.y -= speed_y * elapsed_time;
213 /****** Horizontal scrolling part *******/
215 // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
217 // when suddenly changing directions while scrolling into the other direction.
218 // abort scrolling, since tux might be going left/right at a relatively small
219 // part of the map (like when jumping upwards)
220 if((player->dir == ::LEFT && scrollchange == RIGHT)
221 || (player->dir == ::RIGHT && scrollchange == LEFT))
223 // when in left 1/3rd of screen scroll left
224 if(player->get_bbox().get_middle().x < translation.x + screen->w/3 - 16
227 // scroll right when in right 1/3rd of screen
228 else if(player->get_bbox().get_middle().x > translation.x + screen->w/3*2+16)
229 scrollchange = RIGHT;
231 // calculate our scroll target depending on scroll mode
233 if(scrollchange == LEFT)
234 target_x = player->get_bbox().get_middle().x - screen->w/3*2;
235 else if(scrollchange == RIGHT)
236 target_x = player->get_bbox().get_middle().x - screen->w/3;
238 target_x = translation.x;
240 // that's the distance we would have to travel to reach target_x
241 float delta_x = translation.x - target_x;
242 // the speed we'd need to travel to reach target_x in this frame
243 float speed_x = delta_x / elapsed_time;
246 float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
249 else if(speed_x < -maxv)
253 translation.x -= speed_x * elapsed_time;
259 Camera::scroll_autoscroll(float elapsed_time)
261 Player* player = sector->player;
263 if(player->is_dying())
266 if(auto_t - elapsed_time >= 0) {
267 translation += current_dir * elapsed_time;
268 auto_t -= elapsed_time;
270 // do the rest of the old movement
271 translation += current_dir * auto_t;
272 elapsed_time -= auto_t;
275 // construct path for next point
276 if(auto_idx+1 >= scrollpoints.size()) {
280 Vector distance = scrollpoints[auto_idx+1].position
281 - scrollpoints[auto_idx].position;
282 current_dir = distance.unit() * scrollpoints[auto_idx].speed;
283 auto_t = distance.norm() / scrollpoints[auto_idx].speed;
285 // do movement for the remaining time
286 translation += current_dir * elapsed_time;
287 auto_t -= elapsed_time;