#include <vector>
#include <cassert>
+#include <memory>
#include "math/vector.hpp"
#include "game_object.hpp"
#include "video/drawing_context.hpp"
#include "serializable.hpp"
#include "timer.hpp"
+#include "script_interface.hpp"
namespace lisp {
class Lisp;
}
class Sector;
+class Path;
+class PathWalker;
-class Camera : public GameObject, public Serializable
+class Camera : public GameObject, public Serializable, public ScriptInterface
{
public:
Camera(Sector* sector);
{
}
+ virtual void expose(HSQUIRRELVM vm, int table_idx);
+ virtual void unexpose(HSQUIRRELVM vm, int table_idx);
+
// shake camera in a direction 1 time
void shake(float speed, float x, float y);
translation.y = scroll_y;
}
+ /**
+ * scroll the upper left edge of the camera in scrolltime seconds
+ * to the position goal
+ */
+ void scroll_to(const Vector& goal, float scrolltime);
+
enum CameraMode
{
- NORMAL, AUTOSCROLL, MANUAL
+ NORMAL, AUTOSCROLL, SCROLLTO, MANUAL
};
CameraMode mode;
private:
- void scroll_normal(float elapsed_time);
- void scroll_autoscroll(float elapsed_time);
- void keep_in_bounds();
+ void update_scroll_normal(float elapsed_time);
+ void update_scroll_autoscroll(float elapsed_time);
+ void update_scroll_to(float elapsed_time);
+ void keep_in_bounds(Vector& vector);
void shake();
enum LeftRightScrollChange
{
NONE, LEFT, RIGHT
};
-
+
Vector translation;
Sector* sector;
LeftRightScrollChange scrollchange;
// autoscroll mode
- class ScrollPoint {
- public:
- Vector position;
- float speed;
- };
- std::vector<ScrollPoint> scrollpoints;
- size_t auto_idx;
- float auto_t;
- Vector current_dir;
+ std::auto_ptr<Path> autoscroll_path;
+ std::auto_ptr<PathWalker> autoscroll_walker;
// shaking
Timer shaketimer;
float shakespeed;
float shakedepth_x;
float shakedepth_y;
+
+ // scrollto mode
+ Vector scroll_from;
+ Vector scroll_goal;
+ float scroll_to_pos;
+ float scrollspeed;
};
#endif /*SUPERTUX_CAMERA_H*/