#include "path.hpp"
#include "path_walker.hpp"
+/* this is the fractional distance toward the peek
+ position to move each frame; lower is slower,
+ 0 is never get there, 1 is instant */
+static const float PEEK_ARRIVE_RATIO = 0.1;
+
class CameraConfig
{
public:
- // 0 = No, 1 = Fix, 2 = Mario/Yoshi, 3 = Kirby, 4 = inverse rubber
+ // 0 = No, 1 = Fix, 2 = Mario/Yoshi, 3 = Kirby
int ymode;
+ // as above, 4 = super metroid like
int xmode;
float kirby_rectsize_x;
float kirby_rectsize_y;
float clamp_y;
float clamp_x;
+ float dynamic_speed_sm;
+
CameraConfig() {
- xmode = 1;
- ymode = 1;
+ xmode = 4;
+ ymode = 3;
target_x = .5f;
- target_y = 2.f/3.f;
- max_speed_y = 140;
- max_speed_x = 130;
- clamp_x = 1.f/6.f;
- clamp_y = 1.f/6.f;
+ target_y = .5f;
+ max_speed_y = 100;
+ max_speed_x = 100;
+ clamp_x = 0.1666f;
+ clamp_y = 0.3f;
kirby_rectsize_x = 0.2f;
kirby_rectsize_y = 0.34f;
- edge_x = 1.f/3.f;
- sensitive_x = 1.f/4.f;
+ edge_x = 0.4f;
+ sensitive_x = -1;
dynamic_max_speed_x = 1.0;
dirchange_time = 0.2f;
+ dynamic_speed_sm = 0.8f;
}
void load(const std::string& filename)
camconfig->get("kirby-rectsize-y", kirby_rectsize_y);
camconfig->get("edge-x", edge_x);
camconfig->get("sensitive-x", sensitive_x);
+ camconfig->get("dynamic-speed-sm", dynamic_speed_sm);
}
};
void
Camera::reset(const Vector& tuxpos)
{
- translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
+ translation.x = tuxpos.x - SCREEN_WIDTH/2;
translation.y = tuxpos.y - SCREEN_HEIGHT/2;
+
shakespeed = 0;
shaketimer.stop();
keep_in_bounds(translation);
+
+ cached_translation = translation;
}
void
void
Camera::reload_config()
{
- config->load("camera.cfg");
+ try {
+ config->load("camera.cfg");
+ } catch(std::exception &e) {
+ log_debug << "Couldn't load camera.cfg, using defaults ("
+ << e.what() << ")" << std::endl;
+ }
}
float clamp(float val, float min, float max)
{
const CameraConfig& config = *(this->config);
Player* player = sector->player;
- const Vector& player_pos = player->get_bbox().get_middle();
+ const Vector& player_pos = Vector(player->get_bbox().get_middle().x,
+ player->get_bbox().get_bottom());
static Vector last_player_pos = player_pos;
Vector player_delta = player_pos - last_player_pos;
last_player_pos = player_pos;
if(player->is_dying() || sector->get_height() == 19*32) {
ymode = 0;
- xmode = 0;
}
+ if(player->is_dying())
+ xmode = 0;
if(ymode == 1) {
- translation.y = player_pos.y - SCREEN_HEIGHT * config.target_y;
+ cached_translation.y = player_pos.y - SCREEN_HEIGHT * config.target_y;
}
if(ymode == 2) {
// target_y is the high we target our scrolling at. This is not always the
// position where he last touched the ground. (this probably needs
// exceptions for trampolines and similar things in the future)
float target_y;
-#if 0
if(player->fall_mode == Player::JUMPING)
target_y = player->last_ground_y + player->get_bbox().get_height();
else
target_y = player->get_bbox().p2.y;
-#endif
- target_y = player->last_ground_y;
-
target_y -= SCREEN_HEIGHT * config.target_y;
// delta_y is the distance we'd have to travel to directly reach target_y
- float delta_y = translation.y - target_y;
+ float delta_y = cached_translation.y - target_y;
// speed is the speed the camera would need to reach target_y in this frame
float speed_y = delta_y / elapsed_time;
}
// scroll with calculated speed
- translation.y -= speed_y * elapsed_time;
+ cached_translation.y -= speed_y * elapsed_time;
}
if(ymode == 3) {
float halfsize = config.kirby_rectsize_y * 0.5f;
- translation.y = clamp(translation.y,
+ cached_translation.y = clamp(cached_translation.y,
player_pos.y - SCREEN_HEIGHT * (0.5f + halfsize),
player_pos.y - SCREEN_HEIGHT * (0.5f - halfsize));
}
if(ymode == 4) {
- // TODO...
+ float upperend = SCREEN_HEIGHT * config.edge_x;
+ float lowerend = SCREEN_HEIGHT * (1 - config.edge_x);
+
+ if (player_delta.y < -EPSILON) {
+ // walking left
+ lookahead_pos.y -= player_delta.y * config.dynamic_speed_sm;
+
+ if(lookahead_pos.y > lowerend) {
+ lookahead_pos.y = lowerend;
+ }
+ } else if (player_delta.y > EPSILON) {
+ // walking right
+ lookahead_pos.y -= player_delta.y * config.dynamic_speed_sm;
+ if(lookahead_pos.y < upperend) {
+ lookahead_pos.y = upperend;
+ }
+ }
+
+ // adjust for level ends
+ if (player_pos.y < upperend) {
+ lookahead_pos.y = upperend;
+ }
+ if (player_pos.y > sector->get_width() - upperend) {
+ lookahead_pos.y = lowerend;
+ }
+
+ cached_translation.y = player_pos.y - lookahead_pos.y;
}
- if(ymode != 0 && config.clamp_y > 0) {
- translation.y = clamp(translation.y,
- player_pos.y - SCREEN_HEIGHT * (1-config.clamp_y),
- player_pos.y - SCREEN_HEIGHT * config.clamp_y);
+ translation.y = cached_translation.y;
+
+ if(ymode != 0) {
+ float top_edge, bottom_edge;
+ if(config.clamp_y <= 0) {
+ top_edge = 0;
+ bottom_edge = SCREEN_HEIGHT;
+ } else {
+ top_edge = SCREEN_HEIGHT*config.clamp_y;
+ bottom_edge = SCREEN_HEIGHT*(1-config.clamp_y);
+ }
+
+ float peek_to = 0;
+ float translation_compensation = player_pos.y - translation.y;
+
+ if(player->peeking_direction_y() == ::UP) {
+ peek_to = bottom_edge - translation_compensation;
+ } else if(player->peeking_direction_y() == ::DOWN) {
+ peek_to = top_edge - translation_compensation;
+ }
+
+ float peek_move = (peek_to - peek_pos.y) * PEEK_ARRIVE_RATIO;
+ if(fabs(peek_move) < 1.0) {
+ peek_move = 0.0;
+ }
+
+ peek_pos.y += peek_move;
+
+ translation.y -= peek_pos.y;
+
+ if(config.clamp_y > 0) {
+ translation.y = clamp(translation.y,
+ player_pos.y - SCREEN_HEIGHT * (1-config.clamp_y),
+ player_pos.y - SCREEN_HEIGHT * config.clamp_y);
+ cached_translation.y = clamp(cached_translation.y,
+ player_pos.y - SCREEN_HEIGHT * (1-config.clamp_y),
+ player_pos.y - SCREEN_HEIGHT * config.clamp_y);
+ }
}
/****** Horizontal scrolling part *******/
if(xmode == 1) {
- translation.x = player_pos.x - SCREEN_WIDTH * config.target_x;
+ cached_translation.x = player_pos.x - SCREEN_WIDTH * config.target_x;
}
if(xmode == 2) {
// our camera is either in leftscrolling, rightscrolling or
if(lookahead_mode == LOOKAHEAD_NONE) {
/* if we're undecided then look if we crossed the left or right
* "sensitive" area */
- if(player_pos.x < translation.x + LEFTEND) {
+ if(player_pos.x < cached_translation.x + LEFTEND) {
lookahead_mode = LOOKAHEAD_LEFT;
- } else if(player_pos.x > translation.x + RIGHTEND) {
+ } else if(player_pos.x > cached_translation.x + RIGHTEND) {
lookahead_mode = LOOKAHEAD_RIGHT;
}
/* at the ends of a level it's obvious which way we will go */
changetime = game_time;
} else if(game_time - changetime > config.dirchange_time) {
if(lookahead_mode == LOOKAHEAD_LEFT &&
- player_pos.x > translation.x + RIGHTEND) {
+ player_pos.x > cached_translation.x + RIGHTEND) {
lookahead_mode = LOOKAHEAD_RIGHT;
} else if(lookahead_mode == LOOKAHEAD_RIGHT &&
- player_pos.x < translation.x + LEFTEND) {
+ player_pos.x < cached_translation.x + LEFTEND) {
lookahead_mode = LOOKAHEAD_LEFT;
} else {
lookahead_mode = LOOKAHEAD_NONE;
else if(lookahead_mode == LOOKAHEAD_RIGHT)
target_x = player_pos.x - LEFTEND;
else
- target_x = translation.x;
+ target_x = cached_translation.x;
// that's the distance we would have to travel to reach target_x
- float delta_x = translation.x - target_x;
+ float delta_x = cached_translation.x - target_x;
// the speed we'd need to travel to reach target_x in this frame
float speed_x = delta_x / elapsed_time;
float maxv = config.max_speed_x + (fabsf(player_speed_x * config.dynamic_max_speed_x));
speed_x = clamp(speed_x, -maxv, maxv);
- // If player is peeking scroll in that direction. Fast.
- if(player->peeking_direction() == ::LEFT) {
- speed_x = config.max_speed_x;
- }
- if(player->peeking_direction() == ::RIGHT) {
- speed_x = -config.max_speed_x;
- }
-
// apply scrolling
- translation.x -= speed_x * elapsed_time;
+ cached_translation.x -= speed_x * elapsed_time;
}
- if(mode == 3) {
+ if(xmode == 3) {
float halfsize = config.kirby_rectsize_x * 0.5f;
- translation.x = clamp(translation.x,
+ cached_translation.x = clamp(cached_translation.x,
player_pos.x - SCREEN_WIDTH * (0.5f + halfsize),
player_pos.x - SCREEN_WIDTH * (0.5f - halfsize));
}
if(xmode == 4) {
- // TODO...
+ float LEFTEND = SCREEN_WIDTH * config.edge_x;
+ float RIGHTEND = SCREEN_WIDTH * (1 - config.edge_x);
+
+ if (player_delta.x < -EPSILON) {
+ // walking left
+ lookahead_pos.x -= player_delta.x * config.dynamic_speed_sm;
+ if(lookahead_pos.x > RIGHTEND) {
+ lookahead_pos.x = RIGHTEND;
+ }
+
+ } else if (player_delta.x > EPSILON) {
+ // walking right
+ lookahead_pos.x -= player_delta.x * config.dynamic_speed_sm;
+ if(lookahead_pos.x < LEFTEND) {
+ lookahead_pos.x = LEFTEND;
+ }
+ }
+
+ // adjust for level ends
+ if (player_pos.x < LEFTEND) {
+ lookahead_pos.x = LEFTEND;
+ }
+ if (player_pos.x > sector->get_width() - LEFTEND) {
+ lookahead_pos.x = RIGHTEND;
+ }
+
+ cached_translation.x = player_pos.x - lookahead_pos.x;
}
- if(xmode != 0 && config.clamp_x > 0) {
- translation.x = clamp(translation.x,
- player_pos.x - SCREEN_WIDTH * (1-config.clamp_x),
- player_pos.x - SCREEN_WIDTH * config.clamp_x);
+ translation.x = cached_translation.x;
+
+ if(xmode != 0) {
+ float left_edge, right_edge;
+ if(config.clamp_x <= 0) {
+ left_edge = 0;
+ right_edge = SCREEN_WIDTH;
+ } else {
+ left_edge = SCREEN_WIDTH*config.clamp_x;
+ right_edge = SCREEN_WIDTH*(1-config.clamp_x);
+ }
+
+ float peek_to = 0;
+ float translation_compensation = player_pos.x - translation.x;
+
+ if(player->peeking_direction_x() == ::LEFT) {
+ peek_to = right_edge - translation_compensation;
+ } else if(player->peeking_direction_x() == ::RIGHT) {
+ peek_to = left_edge - translation_compensation;
+ }
+
+ float peek_move = (peek_to - peek_pos.x) * PEEK_ARRIVE_RATIO;
+ if(fabs(peek_move) < 1.0) {
+ peek_move = 0.0;
+ }
+
+ peek_pos.x += peek_move;
+
+ translation.x -= peek_pos.x;
+
+ if(config.clamp_x > 0) {
+ translation.x = clamp(translation.x,
+ player_pos.x - SCREEN_WIDTH * (1-config.clamp_x),
+ player_pos.x - SCREEN_WIDTH * config.clamp_x);
+
+ cached_translation.x = clamp(cached_translation.x,
+ player_pos.x - SCREEN_WIDTH * (1-config.clamp_x),
+ player_pos.x - SCREEN_WIDTH * config.clamp_x);
+ }
}
keep_in_bounds(translation);
+ keep_in_bounds(cached_translation);
}
void
translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;
}
+
+Vector
+Camera::get_center() const {
+ return translation + Vector(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2);
+}
+