// $Id$
//
-// SuperTux - A Jump'n Run
-// Copyright (C) 2004 Matthias Braun <matze@braunis.de
+// SuperTux
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
#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"
-#include "object_factory.h"
-
-using namespace SuperTux;
+#include "lisp/lisp.hpp"
+#include "lisp/writer.hpp"
+#include "lisp/list_iterator.hpp"
+#include "scripting/camera.hpp"
+#include "scripting/squirrel_util.hpp"
+#include "camera.hpp"
+#include "player.hpp"
+#include "tilemap.hpp"
+#include "game_session.hpp"
+#include "sector.hpp"
+#include "main.hpp"
+#include "object_factory.hpp"
+#include "log.hpp"
+#include "path.hpp"
+#include "path_walker.hpp"
Camera::Camera(Sector* newsector)
- : sector(newsector), do_backscrolling(true), scrollchange(NONE),
- auto_idx(0), auto_t(0)
+ : sector(newsector), do_backscrolling(true), scrollchange(NONE)
{
mode = NORMAL;
}
{
}
+void
+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, SQInteger table_idx)
+{
+ Scripting::unexpose_object(vm, table_idx, "Camera");
+}
+
const Vector&
Camera::get_translation() const
{
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");
- if(!path_lisp)
+
+ const lisp::Lisp* pathLisp = reader.get_lisp("path");
+ if(pathLisp == NULL)
throw std::runtime_error("No path specified in autoscroll camera.");
- lisp::ListIterator iter(path_lisp);
- float speed = .5;
- while(iter.next()) {
- if(iter.item() != "point") {
- std::cerr << "Warning: unknown token '" << iter.item()
- << "' in camera path.\n";
- continue;
- }
- const lisp::Lisp* point_lisp = iter.lisp();
-
- ScrollPoint point;
- if(!point_lisp->get("x", point.position.x) ||
- !point_lisp->get("y", point.position.y)) {
- throw std::runtime_error("x and y missing in point of camerapath");
- }
- point_lisp->get("speed", speed);
- point.speed = speed;
- scrollpoints.push_back(point);
- }
+ autoscroll_path.reset(new Path());
+ autoscroll_path->read(*pathLisp);
+ autoscroll_walker.reset(new PathWalker(autoscroll_path.get()));
} else if(modename == "manual") {
mode = MANUAL;
} else {
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");
+ autoscroll_path->write(writer);
} else if(mode == MANUAL) {
writer.write_string("mode", "manual");
}
{
translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
translation.y = tuxpos.y - SCREEN_HEIGHT/2;
- keep_in_bounds();
+ shakespeed = 0;
+ shaketimer.stop();
+ keep_in_bounds(translation);
+}
+
+void
+Camera::shake(float time, float x, float y)
+{
+ shaketimer.start(time);
+ shakedepth_x = x;
+ shakedepth_y = y;
+ shakespeed = M_PI/2 / time;
+}
+
+void
+Camera::scroll_to(const Vector& goal, float scrolltime)
+{
+ scroll_from = translation;
+ scroll_goal = goal;
+ keep_in_bounds(scroll_goal);
+
+ scroll_to_pos = 0;
+ scrollspeed = 1.0 / scrolltime;
+ mode = SCROLLTO;
}
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);
- else if(mode == AUTOSCROLL)
- scroll_autoscroll(elapsed_time);
+ switch(mode) {
+ case NORMAL:
+ update_scroll_normal(elapsed_time);
+ break;
+ case AUTOSCROLL:
+ update_scroll_autoscroll(elapsed_time);
+ break;
+ case SCROLLTO:
+ update_scroll_to(elapsed_time);
+ break;
+ default:
+ break;
+ }
}
void
-Camera::keep_in_bounds()
+Camera::keep_in_bounds(Vector& translation)
{
float width = sector->solids->get_width() * 32;
float height = sector->solids->get_height() * 32;
}
void
-Camera::scroll_normal(float elapsed_time)
+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::update_scroll_normal(float elapsed_time)
{
assert(sector != 0);
Player* player = sector->player;
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_HEIGHT/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;
// 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;
- keep_in_bounds();
+ // 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();
}
void
-Camera::scroll_autoscroll(float elapsed_time)
+Camera::update_scroll_autoscroll(float elapsed_time)
{
- Player* player = sector->player;
-
+ Player* player = sector->player;
if(player->is_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++;
+ translation = autoscroll_walker->advance(elapsed_time);
+
+ keep_in_bounds(translation);
+ shake();
+}
+
+void
+Camera::update_scroll_to(float elapsed_time)
+{
+ scroll_to_pos += elapsed_time * scrollspeed;
+ if(scroll_to_pos >= 1.0) {
+ mode = MANUAL;
+ translation = scroll_goal;
+ return;
}
- keep_in_bounds();
+ translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;
}