#include "gameloop.h"
#include "app/globals.h"
#include "sector.h"
+#include "object_factory.h"
using namespace SuperTux;
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;
keep_in_bounds();
}
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;
}
/****** 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);
// 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;
{
Player* player = sector->player;
- if(player->dying)
+ if(player->is_dying())
return;
if(auto_t - elapsed_time >= 0) {
keep_in_bounds();
}
+