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"
37 #include "path_walker.hpp"
39 Camera::Camera(Sector* newsector)
40 : sector(newsector), do_backscrolling(true), scrollchange(NONE)
50 Camera::get_translation() const
56 Camera::parse(const lisp::Lisp& reader)
60 reader.get("mode", modename);
61 if(modename == "normal") {
64 do_backscrolling = true;
65 reader.get("backscrolling", do_backscrolling);
66 } else if(modename == "autoscroll") {
69 const lisp::Lisp* pathLisp = reader.get_lisp("path");
71 throw std::runtime_error("No path specified in autoscroll camera.");
73 autoscroll_path.reset(new Path());
74 autoscroll_path->read(*pathLisp);
75 autoscroll_walker.reset(new PathWalker(autoscroll_path.get()));
76 } else if(modename == "manual") {
79 std::stringstream str;
80 str << "invalid camera mode '" << modename << "'found in worldfile.";
81 throw std::runtime_error(str.str());
86 Camera::write(lisp::Writer& writer)
88 writer.start_list("camera");
91 writer.write_string("mode", "normal");
92 writer.write_bool("backscrolling", do_backscrolling);
93 } else if(mode == AUTOSCROLL) {
94 writer.write_string("mode", "autoscroll");
95 autoscroll_path->write(writer);
96 } else if(mode == MANUAL) {
97 writer.write_string("mode", "manual");
100 writer.end_list("camera");
104 Camera::reset(const Vector& tuxpos)
106 translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
107 translation.y = tuxpos.y - SCREEN_HEIGHT/2;
110 keep_in_bounds(translation);
114 Camera::shake(float time, float x, float y)
116 shaketimer.start(time);
119 shakespeed = M_PI/2 / time;
123 Camera::scroll_to(const Vector& goal, float scrolltime)
125 scroll_from = translation;
127 keep_in_bounds(scroll_goal);
130 scrollspeed = 1.0 / scrolltime;
134 static const float EPSILON = .00001;
135 static const float max_speed_y = 140;
138 Camera::update(float elapsed_time)
142 update_scroll_normal(elapsed_time);
145 update_scroll_autoscroll(elapsed_time);
148 update_scroll_to(elapsed_time);
156 Camera::keep_in_bounds(Vector& translation)
158 float width = sector->solids->get_width() * 32;
159 float height = sector->solids->get_height() * 32;
161 // don't scroll before the start or after the level's end
162 if(translation.y > height - SCREEN_HEIGHT)
163 translation.y = height - SCREEN_HEIGHT;
164 if(translation.y < 0)
166 if(translation.x > width - SCREEN_WIDTH)
167 translation.x = width - SCREEN_WIDTH;
168 if(translation.x < 0)
175 if(shaketimer.started()) {
176 translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
177 translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
182 Camera::update_scroll_normal(float elapsed_time)
185 Player* player = sector->player;
187 // check that we don't have division by zero later
188 if(elapsed_time < EPSILON)
191 /****** Vertical Scrolling part ******/
192 bool do_y_scrolling = true;
194 if(player->is_dying() || sector->solids->get_height() == 19)
195 do_y_scrolling = false;
198 // target_y is the high we target our scrolling at. This is not always the
199 // high of the player, but if he is jumping upwards we should use the
200 // position where he last touched the ground. (this probably needs
201 // exceptions for trampolines and similar things in the future)
203 if(player->fall_mode == Player::JUMPING)
204 target_y = player->last_ground_y + player->get_bbox().get_height();
206 target_y = player->get_bbox().p2.y;
208 // delta_y is the distance we'd have to travel to directly reach target_y
209 float delta_y = translation.y - (target_y - SCREEN_HEIGHT*2/3);
210 // speed is the speed the camera would need to reach target_y in this frame
211 float speed_y = delta_y / elapsed_time;
213 // limit the camera speed when jumping upwards
214 if(player->fall_mode != Player::FALLING
215 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
216 if(speed_y > max_speed_y)
217 speed_y = max_speed_y;
218 else if(speed_y < -max_speed_y)
219 speed_y = -max_speed_y;
222 // finally scroll with calculated speed
223 translation.y -= speed_y * elapsed_time;
226 /****** Horizontal scrolling part *******/
228 // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
230 // when suddenly changing directions while scrolling into the other direction.
231 // abort scrolling, since tux might be going left/right at a relatively small
232 // part of the map (like when jumping upwards)
233 if((player->dir == ::LEFT && scrollchange == RIGHT)
234 || (player->dir == ::RIGHT && scrollchange == LEFT))
236 // when in left 1/3rd of screen scroll left
237 if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16
240 // scroll right when in right 1/3rd of screen
241 else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16)
242 scrollchange = RIGHT;
244 // calculate our scroll target depending on scroll mode
246 if(scrollchange == LEFT)
247 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2;
248 else if(scrollchange == RIGHT)
249 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
251 target_x = translation.x;
253 // that's the distance we would have to travel to reach target_x
254 float delta_x = translation.x - target_x;
255 // the speed we'd need to travel to reach target_x in this frame
256 float speed_x = delta_x / elapsed_time;
259 float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
262 else if(speed_x < -maxv)
266 translation.x -= speed_x * elapsed_time;
268 keep_in_bounds(translation);
273 Camera::update_scroll_autoscroll(float elapsed_time)
275 Player* player = sector->player;
276 if(player->is_dying())
279 translation += autoscroll_walker->advance(elapsed_time);
281 keep_in_bounds(translation);
286 Camera::update_scroll_to(float elapsed_time)
288 scroll_to_pos += elapsed_time * scrollspeed;
289 if(scroll_to_pos >= 1.0) {
291 translation = scroll_goal;
295 translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;