// 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 <config.h>
#include <stdexcept>
#include <sstream>
-#include <math.h>
-#include "lispwriter.h"
+#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"
-Camera::Camera(Player* newplayer, Level* newlevel)
- : player(newplayer), level(newlevel), do_backscrolling(true),
- scrollchange(NONE), auto_idx(0), auto_t(0)
+using namespace SuperTux;
+
+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.");
}
- 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";
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;
+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 > 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) {
// 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 && 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)
+ 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)
void
Camera::scroll_autoscroll(float elapsed_time)
{
+ Player* player = sector->player;
+
if(player->dying)
return;