4 // Copyright (C) 2006 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.hpp"
27 #include "lisp/writer.hpp"
28 #include "lisp/list_iterator.hpp"
29 #include "scripting/camera.hpp"
30 #include "scripting/squirrel_util.hpp"
33 #include "tilemap.hpp"
34 #include "game_session.hpp"
37 #include "object_factory.hpp"
40 #include "path_walker.hpp"
42 Camera::Camera(Sector* newsector, std::string name)
43 : mode(NORMAL), sector(newsector), do_backscrolling(true),
54 Camera::expose(HSQUIRRELVM vm, SQInteger table_idx)
56 if(name.empty()) return;
57 Scripting::Camera* interface = new Scripting::Camera(this);
58 expose_object(vm, table_idx, interface, name, true);
62 Camera::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
64 if(name.empty()) return;
65 Scripting::unexpose_object(vm, table_idx, name);
69 Camera::get_translation() const
75 Camera::parse(const lisp::Lisp& reader)
79 reader.get("mode", modename);
80 if(modename == "normal") {
83 do_backscrolling = true;
84 reader.get("backscrolling", do_backscrolling);
85 } else if(modename == "autoscroll") {
88 const lisp::Lisp* pathLisp = reader.get_lisp("path");
90 throw std::runtime_error("No path specified in autoscroll camera.");
92 autoscroll_path.reset(new Path());
93 autoscroll_path->read(*pathLisp);
94 autoscroll_walker.reset(new PathWalker(autoscroll_path.get()));
95 } else if(modename == "manual") {
98 std::stringstream str;
99 str << "invalid camera mode '" << modename << "'found in worldfile.";
100 throw std::runtime_error(str.str());
105 Camera::write(lisp::Writer& writer)
107 writer.start_list("camera");
110 writer.write_string("mode", "normal");
111 writer.write_bool("backscrolling", do_backscrolling);
112 } else if(mode == AUTOSCROLL) {
113 writer.write_string("mode", "autoscroll");
114 autoscroll_path->write(writer);
115 } else if(mode == MANUAL) {
116 writer.write_string("mode", "manual");
119 writer.end_list("camera");
123 Camera::reset(const Vector& tuxpos)
125 translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
126 translation.y = tuxpos.y - SCREEN_HEIGHT/2;
129 keep_in_bounds(translation);
133 Camera::shake(float time, float x, float y)
135 shaketimer.start(time);
138 shakespeed = M_PI/2 / time;
142 Camera::scroll_to(const Vector& goal, float scrolltime)
144 scroll_from = translation;
146 keep_in_bounds(scroll_goal);
149 scrollspeed = 1.0 / scrolltime;
153 static const float EPSILON = .00001;
154 static const float max_speed_y = 140;
157 Camera::update(float elapsed_time)
161 update_scroll_normal(elapsed_time);
164 update_scroll_autoscroll(elapsed_time);
167 update_scroll_to(elapsed_time);
175 Camera::keep_in_bounds(Vector& translation)
177 float width = sector->get_width();
178 float height = sector->get_height();
180 // don't scroll before the start or after the level's end
181 if(translation.y > height - SCREEN_HEIGHT)
182 translation.y = height - SCREEN_HEIGHT;
183 if(translation.y < 0)
185 if(translation.x > width - SCREEN_WIDTH)
186 translation.x = width - SCREEN_WIDTH;
187 if(translation.x < 0)
194 if(shaketimer.started()) {
195 translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
196 translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
201 Camera::update_scroll_normal(float elapsed_time)
204 Player* player = sector->player;
206 // check that we don't have division by zero later
207 if(elapsed_time < EPSILON)
210 /****** Vertical Scrolling part ******/
211 bool do_y_scrolling = true;
213 if(player->is_dying() || sector->get_height() == 19*32)
214 do_y_scrolling = false;
217 // target_y is the high we target our scrolling at. This is not always the
218 // high of the player, but if he is jumping upwards we should use the
219 // position where he last touched the ground. (this probably needs
220 // exceptions for trampolines and similar things in the future)
222 if(player->fall_mode == Player::JUMPING)
223 target_y = player->last_ground_y + player->get_bbox().get_height();
225 target_y = player->get_bbox().p2.y;
227 // delta_y is the distance we'd have to travel to directly reach target_y
228 float delta_y = translation.y - (target_y - SCREEN_HEIGHT*2/3);
229 // speed is the speed the camera would need to reach target_y in this frame
230 float speed_y = delta_y / elapsed_time;
232 // limit the camera speed when jumping upwards
233 if(player->fall_mode != Player::FALLING
234 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
235 if(speed_y > max_speed_y)
236 speed_y = max_speed_y;
237 else if(speed_y < -max_speed_y)
238 speed_y = -max_speed_y;
241 // finally scroll with calculated speed
242 translation.y -= speed_y * elapsed_time;
244 // make sure to always keep the player inside the middle 1/6 of the screen
245 translation.y = std::min(player->get_bbox().p1.y - SCREEN_HEIGHT*1/6, translation.y);
246 translation.y = std::max(player->get_bbox().p2.y - SCREEN_HEIGHT*5/6, translation.y);
249 /****** Horizontal scrolling part *******/
251 // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
253 // when suddenly changing directions while scrolling into the other direction.
254 // abort scrolling, since tux might be going left/right at a relatively small
255 // part of the map (like when jumping upwards)
258 // Find out direction in which the player walks: We want to try and show a
259 // bit more of what's in front of the player and less of what's behind
260 LeftRightScrollChange walkDirection;
261 if (player->physic.get_velocity_x() < -EPSILON) walkDirection = LEFT;
262 else if (player->physic.get_velocity_x() > EPSILON) walkDirection = RIGHT;
263 else if (player->dir == ::LEFT) walkDirection = LEFT;
264 else walkDirection = RIGHT;
267 if((walkDirection == LEFT && scrollchange == RIGHT)
268 || (walkDirection == RIGHT && scrollchange == LEFT))
270 // when in left 1/3rd of screen scroll left
271 if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16
274 // scroll right when in right 1/3rd of screen
275 else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16)
276 scrollchange = RIGHT;
278 // calculate our scroll target depending on scroll mode
280 if(scrollchange == LEFT)
281 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2;
282 else if(scrollchange == RIGHT)
283 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
285 target_x = translation.x;
287 // that's the distance we would have to travel to reach target_x
288 float delta_x = translation.x - target_x;
289 // the speed we'd need to travel to reach target_x in this frame
290 float speed_x = delta_x / elapsed_time;
293 float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
296 else if(speed_x < -maxv)
299 // If player is peeking scroll in that direction. Fast.
300 if( player->peeking_direction() == ::LEFT ){
303 if( player->peeking_direction() == ::RIGHT ){
308 translation.x -= speed_x * elapsed_time;
310 // make sure to always keep the player inside the middle 4/6 of the screen
311 translation.x = std::min(player->get_bbox().p1.x - SCREEN_WIDTH*1/6, translation.x);
312 translation.x = std::max(player->get_bbox().p2.x - SCREEN_WIDTH*5/6, translation.x);
314 keep_in_bounds(translation);
319 Camera::update_scroll_autoscroll(float elapsed_time)
321 Player* player = sector->player;
322 if(player->is_dying())
325 translation = autoscroll_walker->advance(elapsed_time);
327 keep_in_bounds(translation);
332 Camera::update_scroll_to(float elapsed_time)
334 scroll_to_pos += elapsed_time * scrollspeed;
335 if(scroll_to_pos >= 1.0) {
337 translation = scroll_goal;
341 translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;