// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "camera.h"
+#include <stdexcept>
+#include <sstream>
#include <math.h>
#include "lispwriter.h"
#include "player.h"
#include "level.h"
#include "globals.h"
+#include "world.h"
Camera::Camera(Player* newplayer, Level* newlevel)
- : player(newplayer), level(newlevel), scrollchange(NONE)
+ : player(newplayer), level(newlevel), do_backscrolling(true),
+ scrollchange(NONE), auto_idx(0), auto_t(0)
{
if(!player || !level)
mode = MANUAL;
{
}
+const Vector&
+Camera::get_translation() const
+{
+ return World::current()->context.get_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 = .5;
+ 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");
}
void
Camera::action(float elapsed_time)
{
+ translation = World::current()->context.get_translation();
if(mode == NORMAL)
scroll_normal(elapsed_time);
else if(mode == AUTOSCROLL)
scroll_autoscroll(elapsed_time);
+ World::current()->context.set_translation(translation);
+}
+
+void
+Camera::keep_in_bounds()
+{
+ // 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;
+ if(translation.x > level->width * 32 - screen->w)
+ translation.x = level->width * 32 - screen->w;
+ if(translation.x < 0)
+ translation.x = 0;
}
void
if(elapsed_time < EPSILON)
return;
+ /****** Vertical Scrolling part ******/
bool do_y_scrolling = true;
- if(player->dying)
+ if(player->dying || level->height == 19)
do_y_scrolling = false;
if(do_y_scrolling) {
- float target_y;
+ // 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;
if(player->fall_mode == Player::JUMPING)
target_y = player->last_ground_y + player->base.height;
else
target_y = player->base.y + player->base.height;
+ // 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);
+ // speed is the speed the camera would need to reach target_y in this frame
float speed_y = delta_y / elapsed_time;
+ // limit the camera speed when jumping upwards
if(player->fall_mode != Player::FALLING
&& player->fall_mode != Player::TRAMPOLINE_JUMP) {
if(speed_y > max_speed_y)
speed_y = -max_speed_y;
}
+ // 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 *******/
+
+ // 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;
- if(player->base.x < translation.x + screen->w/3)
+ // when in left 1/3rd of screen scroll left
+ if(player->base.x < translation.x + screen->w/3 - 16 && do_backscrolling)
scrollchange = LEFT;
- else if(player->base.x > translation.x + screen->w/3*2)
+ // scroll right when in right 1/3rd of screen
+ else if(player->base.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;
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;
- float speed_x = delta_x / elapsed_time;
+ // the speed we'd need to travel to reach target_x in this frame
+ float speed_x = 1.3 * delta_x / elapsed_time;
- float maxv = 1 + fabsf(player->physic.get_velocity_x() * 2);
+ // limit our speed
+ 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)
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
+ 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();
}