- // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
-
- // when suddenly changing directions while scrolling into the other direction.
- // abort scrolling, since tux might be going left/right at a relatively small
- // part of the map (like when jumping upwards)
- if((player->dir == ::LEFT && scrollchange == RIGHT)
- || (player->dir == ::RIGHT && scrollchange == LEFT))
- scrollchange = NONE;
- // when in left 1/3rd of screen scroll left
- if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16
- && do_backscrolling)
- scrollchange = LEFT;
- // scroll right when in right 1/3rd of screen
- else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16)
- scrollchange = RIGHT;
-
- // calculate our scroll target depending on scroll mode
- float target_x;
- if(scrollchange == LEFT)
- target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2;
- else if(scrollchange == RIGHT)
- target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
- else
- target_x = translation.x;
-
- // 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;
-
- // limit our speed
- float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
- if(speed_x > maxv)
- speed_x = maxv;
- else if(speed_x < -maxv)
- speed_x = -maxv;
-
- // apply scrolling
- translation.x -= speed_x * elapsed_time;
+ if(xmode == 1) {
+ translation.x = player_pos.x - SCREEN_WIDTH * config.target_x;
+ }
+ if(xmode == 2) {
+ // our camera is either in leftscrolling, rightscrolling or
+ // nonscrollingmode.
+ //
+ // when suddenly changing directions while scrolling into the other
+ // direction abort scrolling, since tux might be going left/right at a
+ // relatively small part of the map (like when jumping upwards)
+
+ // Find out direction in which the player moves
+ LookaheadMode walkDirection;
+ if (player_delta.x < -EPSILON) walkDirection = LOOKAHEAD_LEFT;
+ else if (player_delta.x > EPSILON) walkDirection = LOOKAHEAD_RIGHT;
+ else if (player->dir == ::LEFT) walkDirection = LOOKAHEAD_LEFT;
+ else walkDirection = LOOKAHEAD_RIGHT;
+
+ float LEFTEND, RIGHTEND;
+ if(config.sensitive_x > 0) {
+ LEFTEND = SCREEN_WIDTH * config.sensitive_x;
+ RIGHTEND = SCREEN_WIDTH * (1-config.sensitive_x);
+ } else {
+ LEFTEND = SCREEN_WIDTH;
+ RIGHTEND = 0;
+ }
+
+ if(lookahead_mode == LOOKAHEAD_NONE) {
+ /* if we're undecided then look if we crossed the left or right
+ * "sensitive" area */
+ if(player_pos.x < translation.x + LEFTEND) {
+ lookahead_mode = LOOKAHEAD_LEFT;
+ } else if(player_pos.x > translation.x + RIGHTEND) {
+ lookahead_mode = LOOKAHEAD_RIGHT;
+ }
+ /* at the ends of a level it's obvious which way we will go */
+ if(player_pos.x < SCREEN_WIDTH*0.5) {
+ lookahead_mode = LOOKAHEAD_RIGHT;
+ } else if(player_pos.x >= sector->get_width() - SCREEN_WIDTH*0.5) {
+ lookahead_mode = LOOKAHEAD_LEFT;
+ }
+
+ changetime = -1;
+ } else if(lookahead_mode != walkDirection) {
+ /* player changed direction while camera was scrolling...
+ * he has to do this for a certain time to add robustness against
+ * sudden changes */
+ if(changetime < 0) {
+ changetime = game_time;
+ } else if(game_time - changetime > config.dirchange_time) {
+ if(lookahead_mode == LOOKAHEAD_LEFT &&
+ player_pos.x > translation.x + RIGHTEND) {
+ lookahead_mode = LOOKAHEAD_RIGHT;
+ } else if(lookahead_mode == LOOKAHEAD_RIGHT &&
+ player_pos.x < translation.x + LEFTEND) {
+ lookahead_mode = LOOKAHEAD_LEFT;
+ } else {
+ lookahead_mode = LOOKAHEAD_NONE;
+ }
+ }
+ } else {
+ changetime = -1;
+ }
+
+ LEFTEND = SCREEN_WIDTH * config.edge_x;
+ RIGHTEND = SCREEN_WIDTH * (1-config.edge_x);
+
+ // calculate our scroll target depending on scroll mode
+ float target_x;
+ if(lookahead_mode == LOOKAHEAD_LEFT)
+ target_x = player_pos.x - RIGHTEND;
+ else if(lookahead_mode == LOOKAHEAD_RIGHT)
+ target_x = player_pos.x - LEFTEND;
+ else
+ target_x = translation.x;
+
+ // 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;
+
+ // limit our speed
+ float player_speed_x = player_delta.x / elapsed_time;
+ float maxv = config.max_speed_x + (fabsf(player_speed_x * config.dynamic_max_speed_x));
+ speed_x = clamp(speed_x, -maxv, maxv);
+
+ // If player is peeking scroll in that direction. Fast.
+ if(player->peeking_direction() == ::LEFT) {
+ speed_x = config.max_speed_x;
+ }
+ if(player->peeking_direction() == ::RIGHT) {
+ speed_x = -config.max_speed_x;
+ }
+
+ // apply scrolling
+ translation.x -= speed_x * elapsed_time;
+ }
+ if(xmode == 3) {
+ float halfsize = config.kirby_rectsize_x * 0.5f;
+ translation.x = clamp(translation.x,
+ player_pos.x - SCREEN_WIDTH * (0.5f + halfsize),
+ player_pos.x - SCREEN_WIDTH * (0.5f - halfsize));
+ }
+ if(xmode == 4) {
+ float LEFTEND = SCREEN_WIDTH * config.edge_x;
+ float RIGHTEND = SCREEN_WIDTH * (1 - config.edge_x);
+
+ if (player_delta.x < -EPSILON) {
+ // walking left
+ lookahead_pos -= player_delta.x * config.dynamic_speed_sm;
+
+ if(lookahead_pos > RIGHTEND) {
+ lookahead_pos = RIGHTEND;
+ }
+ } else if (player_delta.x > EPSILON) {
+ // walking right
+ lookahead_pos -= player_delta.x * config.dynamic_speed_sm;
+ if(lookahead_pos < LEFTEND) {
+ lookahead_pos = LEFTEND;
+ }
+ }
+
+ // adjust for level ends
+ if (player_pos.x < LEFTEND) {
+ lookahead_pos = LEFTEND;
+ }
+ if (player_pos.x > sector->get_width() - LEFTEND) {
+ lookahead_pos = RIGHTEND;
+ }
+
+ translation.x = player_pos.x - lookahead_pos;
+ }
+
+ if(xmode != 0 && config.clamp_x > 0) {
+ translation.x = clamp(translation.x,
+ player_pos.x - SCREEN_WIDTH * (1-config.clamp_x),
+ player_pos.x - SCREEN_WIDTH * config.clamp_x);
+ }