// 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 <config.h>
#include <stdexcept>
#include <sstream>
#include <cmath>
-#include "lisp/lisp.h"
-#include "lisp/writer.h"
-#include "lisp/list_iterator.h"
-#include "camera.h"
-#include "player.h"
-#include "tilemap.h"
-#include "gameloop.h"
-#include "app/globals.h"
-#include "sector.h"
-
-using namespace SuperTux;
+#include "lisp/lisp.hpp"
+#include "lisp/writer.hpp"
+#include "lisp/list_iterator.hpp"
+#include "camera.hpp"
+#include "player.hpp"
+#include "tilemap.hpp"
+#include "game_session.hpp"
+#include "sector.hpp"
+#include "main.hpp"
+#include "object_factory.hpp"
Camera::Camera(Sector* newsector)
: sector(newsector), do_backscrolling(true), scrollchange(NONE),
do_backscrolling = true;
reader.get("backscrolling", do_backscrolling);
} else if(modename == "autoscroll") {
+ printf("autoscroll.\n");
mode = AUTOSCROLL;
const lisp::Lisp* path_lisp = reader.get_lisp("path");
void
Camera::reset(const Vector& tuxpos)
{
- translation.x = tuxpos.x - screen->w/3 * 2;
- translation.y = tuxpos.y - screen->h/2;
+ translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
+ translation.y = tuxpos.y - SCREEN_HEIGHT/2;
+ shakespeed = 0;
+ shaketimer.stop();
keep_in_bounds();
}
+void
+Camera::shake(float time, float x, float y)
+{
+ shaketimer.start(time);
+ shakedepth_x = x;
+ shakedepth_y = y;
+ shakespeed = M_PI/2 / time;
+}
+
static const float EPSILON = .00001;
static const float max_speed_y = 140;
void
-Camera::action(float elapsed_time)
+Camera::update(float elapsed_time)
{
if(mode == NORMAL)
scroll_normal(elapsed_time);
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 > height - SCREEN_HEIGHT)
+ translation.y = height - SCREEN_HEIGHT;
if(translation.y < 0)
translation.y = 0;
- if(translation.x > width - screen->w)
- translation.x = width - screen->w;
+ if(translation.x > width - SCREEN_WIDTH)
+ translation.x = width - SCREEN_WIDTH;
if(translation.x < 0)
translation.x = 0;
}
void
+Camera::shake()
+{
+ if(shaketimer.started()) {
+ translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
+ translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
+ }
+}
+
+void
Camera::scroll_normal(float elapsed_time)
{
assert(sector != 0);
/****** Vertical Scrolling part ******/
bool do_y_scrolling = true;
- if(player->dying || sector->solids->get_height() == 19)
+ if(player->is_dying() || sector->solids->get_height() == 19)
do_y_scrolling = false;
if(do_y_scrolling) {
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);
+ float delta_y = translation.y - (target_y - SCREEN_HEIGHT*2/3);
// speed is the speed the camera would need to reach target_y in this frame
float speed_y = delta_y / elapsed_time;
|| (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->w/3 - 16
+ 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->w/3*2+16)
+ 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->w/3*2;
+ 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->w/3;
+ target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
else
target_x = translation.x;
translation.x -= speed_x * elapsed_time;
keep_in_bounds();
+ shake();
}
void
{
Player* player = sector->player;
- if(player->dying)
+ if(player->is_dying())
return;
if(auto_t - elapsed_time >= 0) {
}
keep_in_bounds();
+ shake();
}
+