#include "lisp/writer.hpp"
#include "lisp/list_iterator.hpp"
#include "scripting/camera.hpp"
-#include "scripting/wrapper_util.hpp"
+#include "scripting/squirrel_util.hpp"
#include "camera.hpp"
#include "player.hpp"
#include "tilemap.hpp"
}
void
-Camera::expose(HSQUIRRELVM vm, int table_idx)
+Camera::expose(HSQUIRRELVM vm, SQInteger table_idx)
{
Scripting::Camera* interface = new Scripting::Camera(this);
expose_object(vm, table_idx, interface, "Camera", true);
}
void
-Camera::unexpose(HSQUIRRELVM vm, int table_idx)
+Camera::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
{
Scripting::unexpose_object(vm, table_idx, "Camera");
}
// finally scroll with calculated speed
translation.y -= speed_y * elapsed_time;
+
+ // make sure to always keep the player inside the middle 1/6 of the screen
+ translation.y = std::min(player->get_bbox().p1.y - SCREEN_HEIGHT*1/6, translation.y);
+ translation.y = std::max(player->get_bbox().p2.y - SCREEN_HEIGHT*5/6, translation.y);
}
/****** Horizontal scrolling part *******/
// apply scrolling
translation.x -= speed_x * elapsed_time;
+ // make sure to always keep the player inside the middle 4/6 of the screen
+ translation.x = std::min(player->get_bbox().p1.x - SCREEN_WIDTH*1/6, translation.x);
+ translation.x = std::max(player->get_bbox().p2.x - SCREEN_WIDTH*5/6, translation.x);
+
keep_in_bounds(translation);
shake();
}
if(player->is_dying())
return;
- translation += autoscroll_walker->advance(elapsed_time);
+ translation = autoscroll_walker->advance(elapsed_time);
keep_in_bounds(translation);
shake();