// 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 "lisp/lisp.hpp"
#include "lisp/writer.hpp"
#include "lisp/list_iterator.hpp"
+#include "lisp/parser.hpp"
#include "scripting/camera.hpp"
#include "scripting/squirrel_util.hpp"
#include "camera.hpp"
#include "path.hpp"
#include "path_walker.hpp"
-namespace {
- enum CameraStyle { CameraStyleYI, CameraStyleKD };
- const CameraStyle cameraStyle = CameraStyleKD;
-}
+class CameraConfig
+{
+public:
+ // 0 = No, 1 = Fix, 2 = Mario/Yoshi, 3 = Kirby, 4 = inverse rubber
+ int ymode;
+ int xmode;
+ float kirby_rectsize_x;
+ float kirby_rectsize_y;
+ // where to fix the player (used for Yoshi and Fix camera)
+ float target_y;
+ float target_x;
+ // maximum scrolling speed in Y direction
+ float max_speed_y;
+ float max_speed_x;
+ // factor to dynamically increase max_speed_x based on player speed
+ float dynamic_max_speed_x;
+
+ // time the player has to face into the other direction before we assume a
+ // changed direction
+ float dirchange_time;
+ // edge_x
+ float edge_x;
+ float sensitive_x;
+
+ float clamp_y;
+ float clamp_x;
+
+ CameraConfig() {
+ xmode = 1;
+ ymode = 1;
+ 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;
+ kirby_rectsize_x = 0.2f;
+ kirby_rectsize_y = 0.34f;
+ edge_x = 1.f/3.f;
+ sensitive_x = 1.f/4.f;
+ dynamic_max_speed_x = 1.0;
+ dirchange_time = 0.2f;
+ }
+
+ void load(const std::string& filename)
+ {
+ lisp::Parser parser;
+ const lisp::Lisp* root = parser.parse(filename);
+ const lisp::Lisp* camconfig = root->get_lisp("camera-config");
+ if(camconfig == NULL)
+ throw std::runtime_error("file is not a camera config file.");
+
+ camconfig->get("xmode", xmode);
+ camconfig->get("ymode", ymode);
+ camconfig->get("target-x", target_x);
+ camconfig->get("target-y", target_y);
+ camconfig->get("max-speed-x", max_speed_x);
+ camconfig->get("max-speed-y", max_speed_y);
+ camconfig->get("dynamic-max-speed-x", dynamic_max_speed_x);
+ camconfig->get("dirchange-time", dirchange_time);
+ camconfig->get("clamp-x", clamp_x);
+ camconfig->get("clamp-y", clamp_y);
+ camconfig->get("kirby-rectsize-x", kirby_rectsize_x);
+ camconfig->get("kirby-rectsize-y", kirby_rectsize_y);
+ camconfig->get("edge-x", edge_x);
+ camconfig->get("sensitive-x", sensitive_x);
+ }
+};
Camera::Camera(Sector* newsector, std::string name)
- : mode(NORMAL), sector(newsector), do_backscrolling(true),
- scrollchange(NONE)
+ : mode(NORMAL), sector(newsector), lookahead_mode(LOOKAHEAD_NONE)
{
this->name = name;
+ config = new CameraConfig();
+ reload_config();
}
Camera::~Camera()
{
+ delete config;
}
void
Scripting::unexpose_object(vm, table_idx, name);
}
+void
+Camera::draw(DrawingContext& )
+{
+}
+
const Vector&
Camera::get_translation() const
{
reader.get("mode", modename);
if(modename == "normal") {
mode = NORMAL;
-
- do_backscrolling = true;
- reader.get("backscrolling", do_backscrolling);
} else if(modename == "autoscroll") {
mode = AUTOSCROLL;
if(mode == NORMAL) {
writer.write_string("mode", "normal");
- writer.write_bool("backscrolling", do_backscrolling);
} else if(mode == AUTOSCROLL) {
writer.write_string("mode", "autoscroll");
autoscroll_path->write(writer);
}
void
-Camera::reset_kd(const Vector& tuxpos)
-{
- translation.x = tuxpos.x - (SCREEN_WIDTH * 0.5);
- translation.y = tuxpos.y - (SCREEN_HEIGHT * 0.5);
-
- shakespeed = 0;
- shaketimer.stop();
- keep_in_bounds(translation);
-}
-
-
-void
Camera::reset(const Vector& tuxpos)
{
- if (cameraStyle == CameraStyleKD) {
- reset_kd(tuxpos);
- return;
- }
-
translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
translation.y = tuxpos.y - SCREEN_HEIGHT/2;
shakespeed = 0;
mode = SCROLLTO;
}
-static const float EPSILON = .00001;
-static const float max_speed_y = 140;
+static const float EPSILON = .00001f;
+static const float MAX_SPEED_Y = 140;
void
Camera::update(float elapsed_time)
default:
break;
}
+ shake();
+}
+
+void
+Camera::reload_config()
+{
+ config->load("camera.cfg");
+}
+
+float clamp(float val, float min, float max)
+{
+ if(val < min)
+ return min;
+ if(val > max)
+ return max;
+
+ return val;
}
void
float height = sector->get_height();
// don't scroll before the start or after the level's end
- if(translation.y > height - SCREEN_HEIGHT)
- translation.y = height - SCREEN_HEIGHT;
- if(translation.y < 0)
- translation.y = 0;
- if(translation.x > width - SCREEN_WIDTH)
- translation.x = width - SCREEN_WIDTH;
- if(translation.x < 0)
- translation.x = 0;
+ translation.x = clamp(translation.x, 0, width - SCREEN_WIDTH);
+ translation.y = clamp(translation.y, 0, height - SCREEN_HEIGHT);
+
+ if (height < SCREEN_HEIGHT)
+ translation.y = height/2.0 - SCREEN_HEIGHT/2.0;
+ if (width < SCREEN_WIDTH)
+ translation.x = width/2.0 - SCREEN_WIDTH/2.0;
}
void
}
void
-Camera::update_scroll_normal_kd(float elapsed_time)
-{
- // make sure some time has actually passed
- if(elapsed_time < EPSILON) return;
-
- // make sure we have an active player
- assert(sector != 0);
- Player* player = sector->player;
- Vector playerCenter = player->get_bbox().get_middle();
-
- // If player is peeking, scroll in that direction
- if (player->peeking_direction() == ::LEFT) {
- translation.x -= elapsed_time * 128.0f;
- }
- else if (player->peeking_direction() == ::RIGHT) {
- translation.x += elapsed_time * 128.0f;
- }
-
- // keep player within a small box, centered on the screen (vertical part)
- bool do_y_scrolling = true;
- if (player->is_dying() || sector->get_height() == 19*32) do_y_scrolling = false;
- if (do_y_scrolling) {
- translation.y = std::min(player->get_bbox().p1.y - SCREEN_HEIGHT * (0.5f - 0.17f), translation.y);
- translation.y = std::max(player->get_bbox().p2.y - SCREEN_HEIGHT * (0.5f + 0.17f), translation.y);
- }
-
- // keep player within a small box, centered on the screen (horizontal part)
- translation.x = std::min(player->get_bbox().p1.x - SCREEN_WIDTH * (0.5f - 0.1f), translation.x);
- translation.x = std::max(player->get_bbox().p2.x - SCREEN_WIDTH * (0.5f + 0.1f), translation.x);
-
- // make sure camera doesn't point outside level borders
- keep_in_bounds(translation);
-
- // handle shaking of camera (if applicable)
- shake();
-}
-
-void
Camera::update_scroll_normal(float elapsed_time)
{
- if (cameraStyle == CameraStyleKD) {
- update_scroll_normal_kd(elapsed_time);
- return;
- }
-
- assert(sector != 0);
+ const CameraConfig& config = *(this->config);
Player* player = sector->player;
+ const Vector& player_pos = player->get_bbox().get_middle();
+ static Vector last_player_pos = player_pos;
+ Vector player_delta = player_pos - last_player_pos;
+ last_player_pos = player_pos;
// check that we don't have division by zero later
if(elapsed_time < EPSILON)
return;
/****** Vertical Scrolling part ******/
- bool do_y_scrolling = true;
+ int ymode = config.ymode;
- if(player->is_dying() || sector->get_height() == 19*32)
- do_y_scrolling = false;
+ if(player->is_dying() || sector->get_height() == 19*32) {
+ ymode = 0;
+ }
- if(do_y_scrolling) {
+ if(ymode == 1) {
+ 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
// high of the player, but if he is jumping upwards we should use 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 - SCREEN_HEIGHT*2/3);
+ float delta_y = 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;
// limit the camera speed when jumping upwards
if(player->fall_mode != Player::FALLING
&& player->fall_mode != Player::TRAMPOLINE_JUMP) {
- if(speed_y > max_speed_y)
- speed_y = max_speed_y;
- else if(speed_y < -max_speed_y)
- speed_y = -max_speed_y;
+ speed_y = clamp(speed_y, -config.max_speed_y, config.max_speed_y);
}
- // finally scroll with calculated speed
+ // scroll with calculated speed
translation.y -= speed_y * elapsed_time;
+ }
+ if(ymode == 3) {
+ float halfsize = config.kirby_rectsize_y * 0.5f;
+ translation.y = clamp(translation.y,
+ player_pos.y - SCREEN_HEIGHT * (0.5f + halfsize),
+ player_pos.y - SCREEN_HEIGHT * (0.5f - halfsize));
+ }
+ if(ymode == 4) {
+ // TODO...
+ }
- // 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);
+ 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);
}
/****** Horizontal scrolling part *******/
- // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
-
- // when suddenly changing directions while scrolling into the other direction.
- // abort scrolling, since tux might be going left/right at a relatively small
- // part of the map (like when jumping upwards)
-
-
- // Find out direction in which the player walks: We want to try and show a
- // bit more of what's in front of the player and less of what's behind
- LeftRightScrollChange walkDirection;
- if (player->physic.get_velocity_x() < -EPSILON) walkDirection = LEFT;
- else if (player->physic.get_velocity_x() > EPSILON) walkDirection = RIGHT;
- else if (player->dir == ::LEFT) walkDirection = LEFT;
- else walkDirection = RIGHT;
-
-
- if((walkDirection == LEFT && scrollchange == RIGHT)
- || (walkDirection == RIGHT && scrollchange == LEFT))
- scrollchange = NONE;
- // when in left 1/3rd of screen scroll left
- 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_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_WIDTH/3*2;
- else if(scrollchange == RIGHT)
- target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
- else
- target_x = translation.x;
-
- // that's the distance we would have to travel to reach target_x
- float delta_x = 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;
-
- // limit our speed
- float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
- if(speed_x > maxv)
- speed_x = maxv;
- else if(speed_x < -maxv)
- speed_x = -maxv;
-
- // If player is peeking scroll in that direction. Fast.
- if( player->peeking_direction() == ::LEFT ){
- speed_x = maxv;
- }
- if( player->peeking_direction() == ::RIGHT ){
- speed_x = -maxv;
+ if(config.xmode == 1) {
+ translation.x = player_pos.x - SCREEN_WIDTH * config.target_x;
}
+ if(config.xmode == 2) {
+ // our camera is either in leftscrolling, rightscrolling or
+ // nonscrollingmode.
+ //
+ // when suddenly changing directions while scrolling into the other
+ // direction abort scrolling, since tux might be going left/right at a
+ // relatively small part of the map (like when jumping upwards)
+
+ // Find out direction in which the player moves
+ LookaheadMode walkDirection;
+ if (player_delta.x < -EPSILON) walkDirection = LOOKAHEAD_LEFT;
+ else if (player_delta.x > EPSILON) walkDirection = LOOKAHEAD_RIGHT;
+ else if (player->dir == ::LEFT) walkDirection = LOOKAHEAD_LEFT;
+ else walkDirection = LOOKAHEAD_RIGHT;
+
+ float LEFTEND = SCREEN_WIDTH * config.sensitive_x;
+ float RIGHTEND = SCREEN_WIDTH * (1-config.sensitive_x);
+
+ /* if we're undecided then look if we crossed the left or right "sensitive"
+ * area */
+ if(lookahead_mode == LOOKAHEAD_NONE) {
+ if(player_pos.x < translation.x + LEFTEND) {
+ lookahead_mode = LOOKAHEAD_LEFT;
+ } else if(player_pos.x > translation.x + RIGHTEND) {
+ lookahead_mode = LOOKAHEAD_RIGHT;
+ }
+ changetime = -1;
+ } else if(lookahead_mode != walkDirection) {
+ /* player changed direction while camera was scrolling...
+ * he has to do this for a certain time to add robustness against
+ * sudden changes */
+ if(changetime < 0) {
+ changetime = game_time;
+ } else if(game_time - changetime > config.dirchange_time) {
+ if(lookahead_mode == LOOKAHEAD_LEFT &&
+ player_pos.x > translation.x + RIGHTEND) {
+ lookahead_mode = LOOKAHEAD_RIGHT;
+ } else if(lookahead_mode == LOOKAHEAD_RIGHT &&
+ player_pos.x < translation.x + LEFTEND) {
+ lookahead_mode = LOOKAHEAD_LEFT;
+ } else {
+ lookahead_mode = LOOKAHEAD_NONE;
+ }
+ }
+ } else {
+ changetime = -1;
+ }
- // apply scrolling
- translation.x -= speed_x * elapsed_time;
+ LEFTEND = SCREEN_WIDTH * config.edge_x;
+ RIGHTEND = SCREEN_WIDTH * (1-config.edge_x);
- // 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);
+ // calculate our scroll target depending on scroll mode
+ float target_x;
+ if(lookahead_mode == LOOKAHEAD_LEFT)
+ target_x = player_pos.x - RIGHTEND;
+ else if(lookahead_mode == LOOKAHEAD_RIGHT)
+ target_x = player_pos.x - LEFTEND;
+ else
+ target_x = translation.x;
+
+ // that's the distance we would have to travel to reach target_x
+ float delta_x = 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;
+
+ // limit our speed
+ float player_speed_x = player_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;
+ }
+ if(config.xmode == 3) {
+ float halfsize = config.kirby_rectsize_x * 0.5f;
+ translation.x = clamp(translation.x,
+ player_pos.x - SCREEN_WIDTH * (0.5f + halfsize),
+ player_pos.x - SCREEN_WIDTH * (0.5f - halfsize));
+ }
+ if(config.xmode == 4) {
+ // TODO...
+ }
+
+ if(config.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);
+ }
keep_in_bounds(translation);
- shake();
}
void
translation = autoscroll_walker->advance(elapsed_time);
keep_in_bounds(translation);
- shake();
}
void