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)
47 Camera::get_translation() const
53 Camera::parse(const lisp::Lisp& reader)
57 reader.get("mode", modename);
58 if(modename == "normal") {
61 do_backscrolling = true;
62 reader.get("backscrolling", do_backscrolling);
63 } else if(modename == "autoscroll") {
67 if (!reader.get("path", use_path)) throw std::runtime_error("No path specified in autoscroll camera.");
69 autoscrollPath = Path::GetByName(use_path);
70 if (autoscrollPath == NULL) {
71 std::cerr << "Warning: Path for autoscroll camera not found! Make sure that the name is spelled correctly and that the path is initialized before the platform in the level file!" << std::endl;
74 } else if(modename == "manual") {
77 std::stringstream str;
78 str << "invalid camera mode '" << modename << "'found in worldfile.";
79 throw std::runtime_error(str.str());
84 Camera::write(lisp::Writer& writer)
86 writer.start_list("camera");
89 writer.write_string("mode", "normal");
90 writer.write_bool("backscrolling", do_backscrolling);
91 } else if(mode == AUTOSCROLL) {
92 writer.write_string("mode", "autoscroll");
93 writer.write_string("path", autoscrollPath->GetName());
94 } else if(mode == MANUAL) {
95 writer.write_string("mode", "manual");
98 writer.end_list("camera");
102 Camera::reset(const Vector& tuxpos)
104 translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
105 translation.y = tuxpos.y - SCREEN_HEIGHT/2;
108 keep_in_bounds(translation);
112 Camera::shake(float time, float x, float y)
114 shaketimer.start(time);
117 shakespeed = M_PI/2 / time;
121 Camera::scroll_to(const Vector& goal, float scrolltime)
123 scroll_from = translation;
125 keep_in_bounds(scroll_goal);
128 scrollspeed = 1.0 / scrolltime;
132 static const float EPSILON = .00001;
133 static const float max_speed_y = 140;
136 Camera::update(float elapsed_time)
140 update_scroll_normal(elapsed_time);
143 update_scroll_autoscroll(elapsed_time);
146 update_scroll_to(elapsed_time);
154 Camera::keep_in_bounds(Vector& translation)
156 float width = sector->solids->get_width() * 32;
157 float height = sector->solids->get_height() * 32;
159 // don't scroll before the start or after the level's end
160 if(translation.y > height - SCREEN_HEIGHT)
161 translation.y = height - SCREEN_HEIGHT;
162 if(translation.y < 0)
164 if(translation.x > width - SCREEN_WIDTH)
165 translation.x = width - SCREEN_WIDTH;
166 if(translation.x < 0)
173 if(shaketimer.started()) {
174 translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
175 translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
180 Camera::update_scroll_normal(float elapsed_time)
183 Player* player = sector->player;
185 // check that we don't have division by zero later
186 if(elapsed_time < EPSILON)
189 /****** Vertical Scrolling part ******/
190 bool do_y_scrolling = true;
192 if(player->is_dying() || sector->solids->get_height() == 19)
193 do_y_scrolling = false;
196 // target_y is the high we target our scrolling at. This is not always the
197 // high of the player, but if he is jumping upwards we should use the
198 // position where he last touched the ground. (this probably needs
199 // exceptions for trampolines and similar things in the future)
201 if(player->fall_mode == Player::JUMPING)
202 target_y = player->last_ground_y + player->get_bbox().get_height();
204 target_y = player->get_bbox().p2.y;
206 // delta_y is the distance we'd have to travel to directly reach target_y
207 float delta_y = translation.y - (target_y - SCREEN_HEIGHT*2/3);
208 // speed is the speed the camera would need to reach target_y in this frame
209 float speed_y = delta_y / elapsed_time;
211 // limit the camera speed when jumping upwards
212 if(player->fall_mode != Player::FALLING
213 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
214 if(speed_y > max_speed_y)
215 speed_y = max_speed_y;
216 else if(speed_y < -max_speed_y)
217 speed_y = -max_speed_y;
220 // finally scroll with calculated speed
221 translation.y -= speed_y * elapsed_time;
224 /****** Horizontal scrolling part *******/
226 // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
228 // when suddenly changing directions while scrolling into the other direction.
229 // abort scrolling, since tux might be going left/right at a relatively small
230 // part of the map (like when jumping upwards)
231 if((player->dir == ::LEFT && scrollchange == RIGHT)
232 || (player->dir == ::RIGHT && scrollchange == LEFT))
234 // when in left 1/3rd of screen scroll left
235 if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16
238 // scroll right when in right 1/3rd of screen
239 else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16)
240 scrollchange = RIGHT;
242 // calculate our scroll target depending on scroll mode
244 if(scrollchange == LEFT)
245 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2;
246 else if(scrollchange == RIGHT)
247 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
249 target_x = translation.x;
251 // that's the distance we would have to travel to reach target_x
252 float delta_x = translation.x - target_x;
253 // the speed we'd need to travel to reach target_x in this frame
254 float speed_x = delta_x / elapsed_time;
257 float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
260 else if(speed_x < -maxv)
264 translation.x -= speed_x * elapsed_time;
266 keep_in_bounds(translation);
271 Camera::update_scroll_autoscroll(float elapsed_time)
273 Player* player = sector->player;
275 if(player->is_dying())
278 translation = autoscrollPath->GetPosition();
280 keep_in_bounds(translation);
285 Camera::update_scroll_to(float elapsed_time)
287 scroll_to_pos += elapsed_time * scrollspeed;
288 if(scroll_to_pos >= 1.0) {
290 translation = scroll_goal;
294 translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;