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.
25 #include "lisp/lisp.hpp"
26 #include "lisp/writer.hpp"
27 #include "lisp/list_iterator.hpp"
30 #include "tilemap.hpp"
31 #include "game_session.hpp"
34 #include "object_factory.hpp"
36 Camera::Camera(Sector* newsector)
37 : sector(newsector), do_backscrolling(true), scrollchange(NONE),
38 auto_idx(0), auto_t(0)
48 Camera::get_translation() const
54 Camera::parse(const lisp::Lisp& reader)
58 reader.get("mode", modename);
59 if(modename == "normal") {
62 do_backscrolling = true;
63 reader.get("backscrolling", do_backscrolling);
64 } else if(modename == "autoscroll") {
67 const lisp::Lisp* path_lisp = reader.get_lisp("path");
69 throw std::runtime_error("No path specified in autoscroll camera.");
71 lisp::ListIterator iter(path_lisp);
74 if(iter.item() != "point") {
75 std::cerr << "Warning: unknown token '" << iter.item()
76 << "' in camera path.\n";
79 const lisp::Lisp* point_lisp = iter.lisp();
82 if(!point_lisp->get("x", point.position.x) ||
83 !point_lisp->get("y", point.position.y)) {
84 throw std::runtime_error("x and y missing in point of camerapath");
86 point_lisp->get("speed", speed);
88 scrollpoints.push_back(point);
90 } else if(modename == "manual") {
93 std::stringstream str;
94 str << "invalid camera mode '" << modename << "'found in worldfile.";
95 throw std::runtime_error(str.str());
100 Camera::write(lisp::Writer& writer)
102 writer.start_list("camera");
105 writer.write_string("mode", "normal");
106 writer.write_bool("backscrolling", do_backscrolling);
107 } else if(mode == AUTOSCROLL) {
108 writer.write_string("mode", "autoscroll");
109 writer.start_list("path");
110 for(std::vector<ScrollPoint>::iterator i = scrollpoints.begin();
111 i != scrollpoints.end(); ++i) {
112 writer.start_list("point");
113 writer.write_float("x", i->position.x);
114 writer.write_float("y", i->position.y);
115 writer.write_float("speed", i->speed);
116 writer.end_list("point");
119 writer.end_list("path");
120 } else if(mode == MANUAL) {
121 writer.write_string("mode", "manual");
124 writer.end_list("camera");
128 Camera::reset(const Vector& tuxpos)
130 translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
131 translation.y = tuxpos.y - SCREEN_HEIGHT/2;
134 keep_in_bounds(translation);
138 Camera::shake(float time, float x, float y)
140 shaketimer.start(time);
143 shakespeed = M_PI/2 / time;
147 Camera::scroll_to(const Vector& goal, float scrolltime)
149 scroll_from = translation;
151 keep_in_bounds(scroll_goal);
154 scrollspeed = 1.0 / scrolltime;
158 static const float EPSILON = .00001;
159 static const float max_speed_y = 140;
162 Camera::update(float elapsed_time)
166 update_scroll_normal(elapsed_time);
169 update_scroll_autoscroll(elapsed_time);
172 update_scroll_to(elapsed_time);
180 Camera::keep_in_bounds(Vector& translation)
182 float width = sector->solids->get_width() * 32;
183 float height = sector->solids->get_height() * 32;
185 // don't scroll before the start or after the level's end
186 if(translation.y > height - SCREEN_HEIGHT)
187 translation.y = height - SCREEN_HEIGHT;
188 if(translation.y < 0)
190 if(translation.x > width - SCREEN_WIDTH)
191 translation.x = width - SCREEN_WIDTH;
192 if(translation.x < 0)
199 if(shaketimer.started()) {
200 translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
201 translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
206 Camera::update_scroll_normal(float elapsed_time)
209 Player* player = sector->player;
211 // check that we don't have division by zero later
212 if(elapsed_time < EPSILON)
215 /****** Vertical Scrolling part ******/
216 bool do_y_scrolling = true;
218 if(player->is_dying() || sector->solids->get_height() == 19)
219 do_y_scrolling = false;
222 // target_y is the high we target our scrolling at. This is not always the
223 // high of the player, but if he is jumping upwards we should use the
224 // position where he last touched the ground. (this probably needs
225 // exceptions for trampolines and similar things in the future)
227 if(player->fall_mode == Player::JUMPING)
228 target_y = player->last_ground_y + player->get_bbox().get_height();
230 target_y = player->get_bbox().p2.y;
232 // delta_y is the distance we'd have to travel to directly reach target_y
233 float delta_y = translation.y - (target_y - SCREEN_HEIGHT*2/3);
234 // speed is the speed the camera would need to reach target_y in this frame
235 float speed_y = delta_y / elapsed_time;
237 // limit the camera speed when jumping upwards
238 if(player->fall_mode != Player::FALLING
239 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
240 if(speed_y > max_speed_y)
241 speed_y = max_speed_y;
242 else if(speed_y < -max_speed_y)
243 speed_y = -max_speed_y;
246 // finally scroll with calculated speed
247 translation.y -= speed_y * elapsed_time;
250 /****** Horizontal scrolling part *******/
252 // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
254 // when suddenly changing directions while scrolling into the other direction.
255 // abort scrolling, since tux might be going left/right at a relatively small
256 // part of the map (like when jumping upwards)
257 if((player->dir == ::LEFT && scrollchange == RIGHT)
258 || (player->dir == ::RIGHT && scrollchange == LEFT))
260 // when in left 1/3rd of screen scroll left
261 if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16
264 // scroll right when in right 1/3rd of screen
265 else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16)
266 scrollchange = RIGHT;
268 // calculate our scroll target depending on scroll mode
270 if(scrollchange == LEFT)
271 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2;
272 else if(scrollchange == RIGHT)
273 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
275 target_x = translation.x;
277 // that's the distance we would have to travel to reach target_x
278 float delta_x = translation.x - target_x;
279 // the speed we'd need to travel to reach target_x in this frame
280 float speed_x = delta_x / elapsed_time;
283 float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
286 else if(speed_x < -maxv)
290 translation.x -= speed_x * elapsed_time;
292 keep_in_bounds(translation);
297 Camera::update_scroll_autoscroll(float elapsed_time)
299 Player* player = sector->player;
301 if(player->is_dying())
304 if(auto_t - elapsed_time >= 0) {
305 translation += current_dir * elapsed_time;
306 auto_t -= elapsed_time;
308 // do the rest of the old movement
309 translation += current_dir * auto_t;
310 elapsed_time -= auto_t;
313 // construct path for next point
314 if(auto_idx+1 >= scrollpoints.size()) {
315 keep_in_bounds(translation);
318 Vector distance = scrollpoints[auto_idx+1].position
319 - scrollpoints[auto_idx].position;
320 current_dir = distance.unit() * scrollpoints[auto_idx].speed;
321 auto_t = distance.norm() / scrollpoints[auto_idx].speed;
323 // do movement for the remaining time
324 translation += current_dir * elapsed_time;
325 auto_t -= elapsed_time;
329 keep_in_bounds(translation);
334 Camera::update_scroll_to(float elapsed_time)
336 scroll_to_pos += elapsed_time * scrollspeed;
337 if(scroll_to_pos >= 1.0) {
339 translation = scroll_goal;
343 translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;