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 Camera::Camera(Sector* newsector)
38 : sector(newsector), do_backscrolling(true), scrollchange(NONE)
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") {
68 if (!reader.get("path", use_path)) throw std::runtime_error("No path specified in autoscroll camera.");
70 autoscrollPath = Path::GetByName(use_path);
71 if (autoscrollPath == NULL) {
72 msg_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!");
75 } else if(modename == "manual") {
78 std::stringstream str;
79 str << "invalid camera mode '" << modename << "'found in worldfile.";
80 throw std::runtime_error(str.str());
85 Camera::write(lisp::Writer& writer)
87 writer.start_list("camera");
90 writer.write_string("mode", "normal");
91 writer.write_bool("backscrolling", do_backscrolling);
92 } else if(mode == AUTOSCROLL) {
93 writer.write_string("mode", "autoscroll");
94 writer.write_string("path", autoscrollPath->GetName());
95 } else if(mode == MANUAL) {
96 writer.write_string("mode", "manual");
99 writer.end_list("camera");
103 Camera::reset(const Vector& tuxpos)
105 translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
106 translation.y = tuxpos.y - SCREEN_HEIGHT/2;
109 keep_in_bounds(translation);
113 Camera::shake(float time, float x, float y)
115 shaketimer.start(time);
118 shakespeed = M_PI/2 / time;
122 Camera::scroll_to(const Vector& goal, float scrolltime)
124 scroll_from = translation;
126 keep_in_bounds(scroll_goal);
129 scrollspeed = 1.0 / scrolltime;
133 static const float EPSILON = .00001;
134 static const float max_speed_y = 140;
137 Camera::update(float elapsed_time)
141 update_scroll_normal(elapsed_time);
144 update_scroll_autoscroll(elapsed_time);
147 update_scroll_to(elapsed_time);
155 Camera::keep_in_bounds(Vector& translation)
157 float width = sector->solids->get_width() * 32;
158 float height = sector->solids->get_height() * 32;
160 // don't scroll before the start or after the level's end
161 if(translation.y > height - SCREEN_HEIGHT)
162 translation.y = height - SCREEN_HEIGHT;
163 if(translation.y < 0)
165 if(translation.x > width - SCREEN_WIDTH)
166 translation.x = width - SCREEN_WIDTH;
167 if(translation.x < 0)
174 if(shaketimer.started()) {
175 translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
176 translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
181 Camera::update_scroll_normal(float elapsed_time)
184 Player* player = sector->player;
186 // check that we don't have division by zero later
187 if(elapsed_time < EPSILON)
190 /****** Vertical Scrolling part ******/
191 bool do_y_scrolling = true;
193 if(player->is_dying() || sector->solids->get_height() == 19)
194 do_y_scrolling = false;
197 // target_y is the high we target our scrolling at. This is not always the
198 // high of the player, but if he is jumping upwards we should use the
199 // position where he last touched the ground. (this probably needs
200 // exceptions for trampolines and similar things in the future)
202 if(player->fall_mode == Player::JUMPING)
203 target_y = player->last_ground_y + player->get_bbox().get_height();
205 target_y = player->get_bbox().p2.y;
207 // delta_y is the distance we'd have to travel to directly reach target_y
208 float delta_y = translation.y - (target_y - SCREEN_HEIGHT*2/3);
209 // speed is the speed the camera would need to reach target_y in this frame
210 float speed_y = delta_y / elapsed_time;
212 // limit the camera speed when jumping upwards
213 if(player->fall_mode != Player::FALLING
214 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
215 if(speed_y > max_speed_y)
216 speed_y = max_speed_y;
217 else if(speed_y < -max_speed_y)
218 speed_y = -max_speed_y;
221 // finally scroll with calculated speed
222 translation.y -= speed_y * elapsed_time;
225 /****** Horizontal scrolling part *******/
227 // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
229 // when suddenly changing directions while scrolling into the other direction.
230 // abort scrolling, since tux might be going left/right at a relatively small
231 // part of the map (like when jumping upwards)
232 if((player->dir == ::LEFT && scrollchange == RIGHT)
233 || (player->dir == ::RIGHT && scrollchange == LEFT))
235 // when in left 1/3rd of screen scroll left
236 if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16
239 // scroll right when in right 1/3rd of screen
240 else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16)
241 scrollchange = RIGHT;
243 // calculate our scroll target depending on scroll mode
245 if(scrollchange == LEFT)
246 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2;
247 else if(scrollchange == RIGHT)
248 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
250 target_x = translation.x;
252 // that's the distance we would have to travel to reach target_x
253 float delta_x = translation.x - target_x;
254 // the speed we'd need to travel to reach target_x in this frame
255 float speed_x = delta_x / elapsed_time;
258 float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
261 else if(speed_x < -maxv)
265 translation.x -= speed_x * elapsed_time;
267 keep_in_bounds(translation);
272 Camera::update_scroll_autoscroll(float elapsed_time)
274 Player* player = sector->player;
276 if(player->is_dying())
279 translation = autoscrollPath->GetPosition();
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;