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"
28 #include "scripting/camera.hpp"
29 #include "scripting/wrapper_util.hpp"
32 #include "tilemap.hpp"
33 #include "game_session.hpp"
36 #include "object_factory.hpp"
39 #include "path_walker.hpp"
41 Camera::Camera(Sector* newsector)
42 : sector(newsector), do_backscrolling(true), scrollchange(NONE)
52 Camera::expose(HSQUIRRELVM vm, int table_idx)
54 Scripting::Camera* interface = new Scripting::Camera(this);
55 expose_object(vm, table_idx, interface, "Camera", true);
59 Camera::unexpose(HSQUIRRELVM vm, int table_idx)
61 Scripting::unexpose_object(vm, table_idx, "Camera");
65 Camera::get_translation() const
71 Camera::parse(const lisp::Lisp& reader)
75 reader.get("mode", modename);
76 if(modename == "normal") {
79 do_backscrolling = true;
80 reader.get("backscrolling", do_backscrolling);
81 } else if(modename == "autoscroll") {
84 const lisp::Lisp* pathLisp = reader.get_lisp("path");
86 throw std::runtime_error("No path specified in autoscroll camera.");
88 autoscroll_path.reset(new Path());
89 autoscroll_path->read(*pathLisp);
90 autoscroll_walker.reset(new PathWalker(autoscroll_path.get()));
91 } else if(modename == "manual") {
94 std::stringstream str;
95 str << "invalid camera mode '" << modename << "'found in worldfile.";
96 throw std::runtime_error(str.str());
101 Camera::write(lisp::Writer& writer)
103 writer.start_list("camera");
106 writer.write_string("mode", "normal");
107 writer.write_bool("backscrolling", do_backscrolling);
108 } else if(mode == AUTOSCROLL) {
109 writer.write_string("mode", "autoscroll");
110 autoscroll_path->write(writer);
111 } else if(mode == MANUAL) {
112 writer.write_string("mode", "manual");
115 writer.end_list("camera");
119 Camera::reset(const Vector& tuxpos)
121 translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
122 translation.y = tuxpos.y - SCREEN_HEIGHT/2;
125 keep_in_bounds(translation);
129 Camera::shake(float time, float x, float y)
131 shaketimer.start(time);
134 shakespeed = M_PI/2 / time;
138 Camera::scroll_to(const Vector& goal, float scrolltime)
140 scroll_from = translation;
142 keep_in_bounds(scroll_goal);
145 scrollspeed = 1.0 / scrolltime;
149 static const float EPSILON = .00001;
150 static const float max_speed_y = 140;
153 Camera::update(float elapsed_time)
157 update_scroll_normal(elapsed_time);
160 update_scroll_autoscroll(elapsed_time);
163 update_scroll_to(elapsed_time);
171 Camera::keep_in_bounds(Vector& translation)
173 float width = sector->solids->get_width() * 32;
174 float height = sector->solids->get_height() * 32;
176 // don't scroll before the start or after the level's end
177 if(translation.y > height - SCREEN_HEIGHT)
178 translation.y = height - SCREEN_HEIGHT;
179 if(translation.y < 0)
181 if(translation.x > width - SCREEN_WIDTH)
182 translation.x = width - SCREEN_WIDTH;
183 if(translation.x < 0)
190 if(shaketimer.started()) {
191 translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
192 translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
197 Camera::update_scroll_normal(float elapsed_time)
200 Player* player = sector->player;
202 // check that we don't have division by zero later
203 if(elapsed_time < EPSILON)
206 /****** Vertical Scrolling part ******/
207 bool do_y_scrolling = true;
209 if(player->is_dying() || sector->solids->get_height() == 19)
210 do_y_scrolling = false;
213 // target_y is the high we target our scrolling at. This is not always the
214 // high of the player, but if he is jumping upwards we should use the
215 // position where he last touched the ground. (this probably needs
216 // exceptions for trampolines and similar things in the future)
218 if(player->fall_mode == Player::JUMPING)
219 target_y = player->last_ground_y + player->get_bbox().get_height();
221 target_y = player->get_bbox().p2.y;
223 // delta_y is the distance we'd have to travel to directly reach target_y
224 float delta_y = translation.y - (target_y - SCREEN_HEIGHT*2/3);
225 // speed is the speed the camera would need to reach target_y in this frame
226 float speed_y = delta_y / elapsed_time;
228 // limit the camera speed when jumping upwards
229 if(player->fall_mode != Player::FALLING
230 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
231 if(speed_y > max_speed_y)
232 speed_y = max_speed_y;
233 else if(speed_y < -max_speed_y)
234 speed_y = -max_speed_y;
237 // finally scroll with calculated speed
238 translation.y -= speed_y * elapsed_time;
241 /****** Horizontal scrolling part *******/
243 // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
245 // when suddenly changing directions while scrolling into the other direction.
246 // abort scrolling, since tux might be going left/right at a relatively small
247 // part of the map (like when jumping upwards)
248 if((player->dir == ::LEFT && scrollchange == RIGHT)
249 || (player->dir == ::RIGHT && scrollchange == LEFT))
251 // when in left 1/3rd of screen scroll left
252 if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16
255 // scroll right when in right 1/3rd of screen
256 else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16)
257 scrollchange = RIGHT;
259 // calculate our scroll target depending on scroll mode
261 if(scrollchange == LEFT)
262 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2;
263 else if(scrollchange == RIGHT)
264 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
266 target_x = translation.x;
268 // that's the distance we would have to travel to reach target_x
269 float delta_x = translation.x - target_x;
270 // the speed we'd need to travel to reach target_x in this frame
271 float speed_x = delta_x / elapsed_time;
274 float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
277 else if(speed_x < -maxv)
281 translation.x -= speed_x * elapsed_time;
283 keep_in_bounds(translation);
288 Camera::update_scroll_autoscroll(float elapsed_time)
290 Player* player = sector->player;
291 if(player->is_dying())
294 translation += autoscroll_walker->advance(elapsed_time);
296 keep_in_bounds(translation);
301 Camera::update_scroll_to(float elapsed_time)
303 scroll_to_pos += elapsed_time * scrollspeed;
304 if(scroll_to_pos >= 1.0) {
306 translation = scroll_goal;
310 translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;