// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-#include "camera.h"
#include <stdexcept>
#include <sstream>
-#include <math.h>
+#include <cmath>
+
+#include "camera.h"
#include "lispwriter.h"
#include "player.h"
-#include "level.h"
+#include "tilemap.h"
+#include "gameloop.h"
#include "globals.h"
+#include "sector.h"
-Camera::Camera(Player* newplayer, Level* newlevel)
- : player(newplayer), level(newlevel), do_backscrolling(true),
- scrollchange(NONE), auto_idx(0), auto_t(0)
+Camera::Camera(Sector* newsector)
+ : sector(newsector), do_backscrolling(true), scrollchange(NONE),
+ auto_idx(0), auto_t(0)
{
- if(!player || !level)
- mode = MANUAL;
- else
- mode = NORMAL;
+ mode = NORMAL;
}
Camera::~Camera()
{
}
-void
-Camera::set_translation(const Vector& newtranslation)
+const Vector&
+Camera::get_translation() const
{
- translation = newtranslation;
+ return translation;
}
void
{
std::string modename;
- reader.read_string("mode", &modename);
+ reader.read_string("mode", modename);
if(modename == "normal") {
mode = NORMAL;
do_backscrolling = true;
- reader.read_bool("backscrolling", &do_backscrolling);
+ reader.read_bool("backscrolling", do_backscrolling);
} else if(modename == "autoscroll") {
mode = AUTOSCROLL;
lisp_object_t* cur = 0;
- reader.read_lisp("path", &cur);
+ reader.read_lisp("path", cur);
if(cur == 0) {
throw std::runtime_error("No path specified in autoscroll camera.");
}
LispReader reader(lisp_cdr(lisp_car(cur)));
ScrollPoint point;
- if(!reader.read_float("x", &point.position.x) ||
- !reader.read_float("y", &point.position.y)) {
+ if(!reader.read_float("x", point.position.x) ||
+ !reader.read_float("y", point.position.y)) {
throw std::runtime_error("x and y missing in point of camerapath");
}
- reader.read_float("speed", &speed);
+ reader.read_float("speed", speed);
point.speed = speed;
scrollpoints.push_back(point);
writer.end_list("camera");
}
+void
+Camera::reset(const Vector& tuxpos)
+{
+ translation.x = tuxpos.x - screen->w/3 * 2;
+ translation.y = tuxpos.y - screen->h/2;
+ keep_in_bounds();
+}
+
static const float EPSILON = .00001;
static const float max_speed_y = 1.4;
void
Camera::keep_in_bounds()
{
+ float width = sector->solids->get_width() * 32;
+ float height = sector->solids->get_height() * 32;
+
// don't scroll before the start or after the level's end
- if(translation.y > level->height * 32 - screen->h)
- translation.y = level->height * 32 - screen->h;
+ if(translation.y > height - screen->h)
+ translation.y = height - screen->h;
if(translation.y < 0)
translation.y = 0;
- if(translation.x > level->width * 32 - screen->w)
- translation.x = level->width * 32 - screen->w;
+ if(translation.x > width - screen->w)
+ translation.x = width - screen->w;
if(translation.x < 0)
translation.x = 0;
}
void
Camera::scroll_normal(float elapsed_time)
{
- assert(level != 0 && player != 0);
+ assert(sector != 0);
+ Player* player = sector->player;
// check that we don't have division by zero later
if(elapsed_time < EPSILON)
/****** Vertical Scrolling part ******/
bool do_y_scrolling = true;
- if(player->dying || level->height == 19)
+ if(player->dying || sector->solids->get_height() == 19)
do_y_scrolling = false;
if(do_y_scrolling) {
|| (player->dir == ::RIGHT && scrollchange == LEFT))
scrollchange = NONE;
// when in left 1/3rd of screen scroll left
- if(player->base.x < translation.x + screen->w/3 && do_backscrolling)
+ if(player->base.x < translation.x + screen->w/3 - 16 && do_backscrolling)
scrollchange = LEFT;
// scroll right when in right 1/3rd of screen
- else if(player->base.x > translation.x + screen->w/3*2)
+ else if(player->base.x > translation.x + screen->w/3*2 + 16)
scrollchange = RIGHT;
// calculate our scroll target depending on scroll mode
// that's the distance we would have to travel to reach target_x
float delta_x = translation.x - target_x;
// the speed we'd need to travel to reach target_x in this frame
- float speed_x = delta_x / elapsed_time;
+ float speed_x = 1.3 * delta_x / elapsed_time;
// limit our speed
- float maxv = 1 + fabsf(player->physic.get_velocity_x() * 1.3);
+ float maxv = 1.3 * (1 + fabsf(player->physic.get_velocity_x() * 1.3));
if(speed_x > maxv)
speed_x = maxv;
else if(speed_x < -maxv)
void
Camera::scroll_autoscroll(float elapsed_time)
{
+ Player* player = sector->player;
+
if(player->dying)
return;