// 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 <math.h>
-#include "lispwriter.h"
+#include <config.h>
+
+#include <stdexcept>
+#include <sstream>
+#include <cmath>
+
+#include "camera.h"
+#include "utils/lispreader.h"
+#include "utils/lispwriter.h"
#include "player.h"
-#include "level.h"
-#include "globals.h"
+#include "tilemap.h"
+#include "gameloop.h"
+#include "app/globals.h"
+#include "sector.h"
+
+using namespace SuperTux;
-Camera::Camera(Player* newplayer, Level* newlevel)
- : player(newplayer), level(newlevel), scrollchange(NONE)
+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()
{
}
+const Vector&
+Camera::get_translation() const
+{
+ return translation;
+}
+
void
-Camera::set_translation(const Vector& newtranslation)
+Camera::read(LispReader& reader)
{
- translation = newtranslation;
+ std::string modename;
+
+ reader.read_string("mode", modename);
+ if(modename == "normal") {
+ mode = NORMAL;
+
+ do_backscrolling = true;
+ reader.read_bool("backscrolling", do_backscrolling);
+ } else if(modename == "autoscroll") {
+ mode = AUTOSCROLL;
+
+ lisp_object_t* cur = 0;
+ reader.read_lisp("path", cur);
+ if(cur == 0) {
+ throw std::runtime_error("No path specified in autoscroll camera.");
+ }
+ float speed = 50;
+ while(!lisp_nil_p(cur)) {
+ if(strcmp(lisp_symbol(lisp_car(lisp_car(cur))), "point") != 0) {
+ std::cerr << "Warning: unknown token in camera path.\n";
+ continue;
+ }
+
+ LispReader reader(lisp_cdr(lisp_car(cur)));
+
+ ScrollPoint point;
+ 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);
+ point.speed = speed;
+ scrollpoints.push_back(point);
+
+ cur = lisp_cdr(cur);
+ }
+ } else if(modename == "manual") {
+ mode = MANUAL;
+ } else {
+ std::stringstream str;
+ str << "invalid camera mode '" << modename << "'found in worldfile.";
+ throw std::runtime_error(str.str());
+ }
}
void
if(mode == NORMAL) {
writer.write_string("mode", "normal");
+ writer.write_bool("backscrolling", do_backscrolling);
} else if(mode == AUTOSCROLL) {
writer.write_string("mode", "autoscroll");
+ writer.start_list("path");
+ for(std::vector<ScrollPoint>::iterator i = scrollpoints.begin();
+ i != scrollpoints.end(); ++i) {
+ writer.start_list("point");
+ writer.write_float("x", i->position.x);
+ writer.write_float("y", i->position.y);
+ writer.write_float("speed", i->speed);
+ writer.end_list("point");
+ }
+
+ writer.end_list("path");
} else if(mode == MANUAL) {
writer.write_string("mode", "manual");
}
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;
+static const float max_speed_y = 140;
void
Camera::action(float elapsed_time)
}
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 > height - screen->h)
+ translation.y = height - screen->h;
+ if(translation.y < 0)
+ translation.y = 0;
+ 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) {
// target_y is the high we target our scrolling at. This is not always the
// high of the player, but if he is jumping upwards we should use the
- // position where he last touched the ground.
- float target_y;
+ // position where he last touched the ground. (this probably needs
+ // exceptions for trampolines and similar things in the future)
+ float target_y;
if(player->fall_mode == Player::JUMPING)
- target_y = player->last_ground_y + player->base.height;
+ target_y = player->last_ground_y + player->get_bbox().get_height();
else
- target_y = player->base.y + player->base.height;
+ target_y = player->get_bbox().p2.y;
// delta_y is the distance we'd have to travel to directly reach target_y
float delta_y = translation.y - (target_y - screen->h/2);
// finally scroll with calculated speed
translation.y -= speed_y * elapsed_time;
-
- // 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 < 0)
- translation.y = 0;
}
/****** Horizontal scrolling part *******/
|| (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 && level->back_scrolling)
+ if(player->get_bbox().get_middle().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->get_bbox().get_middle().x > translation.x + screen->w/3*2+16)
scrollchange = RIGHT;
// calculate our scroll target depending on scroll mode
float target_x;
if(scrollchange == LEFT)
- target_x = player->base.x - screen->w/3*2;
+ target_x = player->get_bbox().get_middle().x - screen->w/3*2;
else if(scrollchange == RIGHT)
- target_x = player->base.x - screen->w/3;
+ target_x = player->get_bbox().get_middle().x - screen->w/3;
else
target_x = translation.x;
float speed_x = delta_x / elapsed_time;
// limit our speed
- float maxv = 1 + fabsf(player->physic.get_velocity_x() * 1.3);
+ float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
if(speed_x > maxv)
speed_x = maxv;
else if(speed_x < -maxv)
// apply scrolling
translation.x -= speed_x * elapsed_time;
- // don't scroll before the start or after the level's end
- if(translation.x > level->width * 32 - screen->w)
- translation.x = level->width * 32 - screen->w;
- if(translation.x < 0)
- translation.x = 0;
+ keep_in_bounds();
}
void
Camera::scroll_autoscroll(float elapsed_time)
{
- // TODO
+ Player* player = sector->player;
+
+ if(player->dying)
+ return;
+
+ if(auto_t - elapsed_time >= 0) {
+ translation += current_dir * elapsed_time;
+ auto_t -= elapsed_time;
+ } else {
+ // do the rest of the old movement
+ translation += current_dir * auto_t;
+ elapsed_time -= auto_t;
+ auto_t = 0;
+
+ // construct path for next point
+ if(auto_idx+1 >= scrollpoints.size()) {
+ keep_in_bounds();
+ return;
+ }
+ Vector distance = scrollpoints[auto_idx+1].position
+ - scrollpoints[auto_idx].position;
+ current_dir = distance.unit() * scrollpoints[auto_idx].speed;
+ auto_t = distance.norm() / scrollpoints[auto_idx].speed;
+
+ // do movement for the remaining time
+ translation += current_dir * elapsed_time;
+ auto_t -= elapsed_time;
+ auto_idx++;
+ }
+
+ keep_in_bounds();
}