// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#include <config.h>
+
#include <stdexcept>
#include <sstream>
#include <cmath>
#include "camera.h"
+#include "utils/lispreader.h"
#include "utils/lispwriter.h"
#include "player.h"
#include "tilemap.h"
if(cur == 0) {
throw std::runtime_error("No path specified in autoscroll camera.");
}
- float speed = .5;
+ 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";
}
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)
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);
|| (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 - 16 && do_backscrolling)
+ 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 + 16)
+ 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;
// 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 = 1.3 * delta_x / elapsed_time;
+ float speed_x = delta_x / elapsed_time;
// limit our speed
- float maxv = 1.3 * (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)