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") {
65 printf("autoscroll.\n");
68 const lisp::Lisp* path_lisp = reader.get_lisp("path");
70 throw std::runtime_error("No path specified in autoscroll camera.");
72 lisp::ListIterator iter(path_lisp);
75 if(iter.item() != "point") {
76 std::cerr << "Warning: unknown token '" << iter.item()
77 << "' in camera path.\n";
80 const lisp::Lisp* point_lisp = iter.lisp();
83 if(!point_lisp->get("x", point.position.x) ||
84 !point_lisp->get("y", point.position.y)) {
85 throw std::runtime_error("x and y missing in point of camerapath");
87 point_lisp->get("speed", speed);
89 scrollpoints.push_back(point);
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 writer.start_list("path");
111 for(std::vector<ScrollPoint>::iterator i = scrollpoints.begin();
112 i != scrollpoints.end(); ++i) {
113 writer.start_list("point");
114 writer.write_float("x", i->position.x);
115 writer.write_float("y", i->position.y);
116 writer.write_float("speed", i->speed);
117 writer.end_list("point");
120 writer.end_list("path");
121 } else if(mode == MANUAL) {
122 writer.write_string("mode", "manual");
125 writer.end_list("camera");
129 Camera::reset(const Vector& tuxpos)
131 translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
132 translation.y = tuxpos.y - SCREEN_HEIGHT/2;
135 keep_in_bounds(translation);
139 Camera::shake(float time, float x, float y)
141 shaketimer.start(time);
144 shakespeed = M_PI/2 / time;
148 Camera::scroll_to(const Vector& goal, float scrolltime)
150 scroll_from = translation;
152 keep_in_bounds(scroll_goal);
155 scrollspeed = 1.0 / scrolltime;
159 static const float EPSILON = .00001;
160 static const float max_speed_y = 140;
163 Camera::update(float elapsed_time)
167 update_scroll_normal(elapsed_time);
170 update_scroll_autoscroll(elapsed_time);
173 update_scroll_to(elapsed_time);
181 Camera::keep_in_bounds(Vector& translation)
183 float width = sector->solids->get_width() * 32;
184 float height = sector->solids->get_height() * 32;
186 // don't scroll before the start or after the level's end
187 if(translation.y > height - SCREEN_HEIGHT)
188 translation.y = height - SCREEN_HEIGHT;
189 if(translation.y < 0)
191 if(translation.x > width - SCREEN_WIDTH)
192 translation.x = width - SCREEN_WIDTH;
193 if(translation.x < 0)
200 if(shaketimer.started()) {
201 translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
202 translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
207 Camera::update_scroll_normal(float elapsed_time)
210 Player* player = sector->player;
212 // check that we don't have division by zero later
213 if(elapsed_time < EPSILON)
216 /****** Vertical Scrolling part ******/
217 bool do_y_scrolling = true;
219 if(player->is_dying() || sector->solids->get_height() == 19)
220 do_y_scrolling = false;
223 // target_y is the high we target our scrolling at. This is not always the
224 // high of the player, but if he is jumping upwards we should use the
225 // position where he last touched the ground. (this probably needs
226 // exceptions for trampolines and similar things in the future)
228 if(player->fall_mode == Player::JUMPING)
229 target_y = player->last_ground_y + player->get_bbox().get_height();
231 target_y = player->get_bbox().p2.y;
233 // delta_y is the distance we'd have to travel to directly reach target_y
234 float delta_y = translation.y - (target_y - SCREEN_HEIGHT*2/3);
235 // speed is the speed the camera would need to reach target_y in this frame
236 float speed_y = delta_y / elapsed_time;
238 // limit the camera speed when jumping upwards
239 if(player->fall_mode != Player::FALLING
240 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
241 if(speed_y > max_speed_y)
242 speed_y = max_speed_y;
243 else if(speed_y < -max_speed_y)
244 speed_y = -max_speed_y;
247 // finally scroll with calculated speed
248 translation.y -= speed_y * elapsed_time;
251 /****** Horizontal scrolling part *******/
253 // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
255 // when suddenly changing directions while scrolling into the other direction.
256 // abort scrolling, since tux might be going left/right at a relatively small
257 // part of the map (like when jumping upwards)
258 if((player->dir == ::LEFT && scrollchange == RIGHT)
259 || (player->dir == ::RIGHT && scrollchange == LEFT))
261 // when in left 1/3rd of screen scroll left
262 if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16
265 // scroll right when in right 1/3rd of screen
266 else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16)
267 scrollchange = RIGHT;
269 // calculate our scroll target depending on scroll mode
271 if(scrollchange == LEFT)
272 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2;
273 else if(scrollchange == RIGHT)
274 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
276 target_x = translation.x;
278 // that's the distance we would have to travel to reach target_x
279 float delta_x = translation.x - target_x;
280 // the speed we'd need to travel to reach target_x in this frame
281 float speed_x = delta_x / elapsed_time;
284 float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
287 else if(speed_x < -maxv)
291 translation.x -= speed_x * elapsed_time;
293 keep_in_bounds(translation);
298 Camera::update_scroll_autoscroll(float elapsed_time)
300 Player* player = sector->player;
302 if(player->is_dying())
305 if(auto_t - elapsed_time >= 0) {
306 translation += current_dir * elapsed_time;
307 auto_t -= elapsed_time;
309 // do the rest of the old movement
310 translation += current_dir * auto_t;
311 elapsed_time -= auto_t;
314 // construct path for next point
315 if(auto_idx+1 >= scrollpoints.size()) {
316 keep_in_bounds(translation);
319 Vector distance = scrollpoints[auto_idx+1].position
320 - scrollpoints[auto_idx].position;
321 current_dir = distance.unit() * scrollpoints[auto_idx].speed;
322 auto_t = distance.norm() / scrollpoints[auto_idx].speed;
324 // do movement for the remaining time
325 translation += current_dir * elapsed_time;
326 auto_t -= elapsed_time;
330 keep_in_bounds(translation);
335 Camera::update_scroll_to(float elapsed_time)
337 scroll_to_pos += elapsed_time * scrollspeed;
338 if(scroll_to_pos >= 1.0) {
340 translation = scroll_goal;
344 translation = (scroll_goal - scroll_from) * scroll_to_pos;