#include "tile.h"
#include "resources.h"
#include "gameobjs.h"
-#include "viewport.h"
+#include "camera.h"
#include "display_manager.h"
#include "background.h"
#include "tilemap.h"
level->load(filename, this);
tux = new Player(displaymanager);
- gameobjects.push_back(tux);
+ add_object(tux);
set_defaults();
- get_level()->load_gfx();
+ level->load_gfx();
// add background
activate_particle_systems();
- Background* bg = new Background(displaymanager);
+ background = new Background(displaymanager);
if(level->img_bkgd) {
- bg->set_image(level->img_bkgd, level->bkgd_speed);
+ background->set_image(level->img_bkgd, level->bkgd_speed);
} else {
- bg->set_gradient(level->bkgd_top, level->bkgd_bottom);
+ background->set_gradient(level->bkgd_top, level->bkgd_bottom);
}
- gameobjects.push_back(bg);
+ add_object(background);
// add tilemap
- gameobjects.push_back(new TileMap(displaymanager, get_level()));
- get_level()->load_song();
+ add_object(new TileMap(displaymanager, level));
+ level->load_song();
apply_bonuses();
+ camera = new Camera(tux, level);
+ add_object(camera);
+
scrolling_timer.init(true);
}
get_level()->load_gfx();
activate_particle_systems();
- Background* bg = new Background(displaymanager);
+ background = new Background(displaymanager);
if(level->img_bkgd) {
- bg->set_image(level->img_bkgd, level->bkgd_speed);
+ background->set_image(level->img_bkgd, level->bkgd_speed);
} else {
- bg->set_gradient(level->bkgd_top, level->bkgd_bottom);
+ background->set_gradient(level->bkgd_top, level->bkgd_bottom);
}
- gameobjects.push_back(bg);
+ gameobjects.push_back(background);
// add tilemap
gameobjects.push_back(new TileMap(displaymanager, get_level()));
get_level()->load_song();
void
World::set_defaults()
{
- // Set defaults:
- scroll_x = 0;
-
player_status.score_multiplier = 1;
counting_distros = false;
Trampoline* trampoline = dynamic_cast<Trampoline*> (object);
if(trampoline)
trampolines.push_back(trampoline);
+ FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (object);
+ if(flying_platform)
+ flying_platforms.push_back(flying_platform);
gameobjects.push_back(object);
}
if(object_type == "trampoline") {
add_object(new Trampoline(displaymanager, reader));
- } else {
+ }
+ else if(object_type == "flying-platform") {
+ add_object(new FlyingPlatform(displaymanager, reader));
+ }
+ else {
BadGuyKind kind = badguykind_from_string(object_type);
add_object(new BadGuy(displaymanager, kind, reader));
}
World::draw()
{
/* Draw objects */
- displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
- displaymanager.draw();
+ displaymanager.draw(*camera);
}
void
-World::action(double frame_ratio)
+World::action(float elapsed_time)
{
- tux->check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
- scrolling(frame_ratio);
-
/* update objects (don't use iterators here, because the list might change
* during the iteration)
*/
for(size_t i = 0; i < gameobjects.size(); ++i)
- gameobjects[i]->action(frame_ratio);
+ gameobjects[i]->action(elapsed_time);
+
+ tux->check_bounds(*camera,
+ level->back_scrolling, (bool)level->hor_autoscroll_speed);
/* Handle all possible collisions. */
collision_handler();
std::remove(trampolines.begin(), trampolines.end(), trampoline),
trampolines.end());
}
+ FlyingPlatform* flying_platform= dynamic_cast<FlyingPlatform*> (*i);
+ if(flying_platform) {
+ flying_platforms.erase(
+ std::remove(flying_platforms.begin(), flying_platforms.end(), flying_platform),
+ flying_platforms.end());
+ }
delete *i;
i = gameobjects.erase(i);
// should be less than screen->h/2 (300)
#define Y_SPACE 250
+static const float max_speed_y = 1.4;
+
// the time it takes to move the camera (in ms)
#define CHANGE_DIR_SCROLL_SPEED 2000
+static const float EPSILON = .0001;
+
+#if 0
/* This functions takes cares of the scrolling */
-void World::scrolling(double frame_ratio)
+void World::scrolling(float elapsed_time)
{
+ if(elapsed_time < EPSILON)
+ return;
+
+ Vector scroll = displaymanager.get_viewport().get_translation();
+ bool do_y_scrolling = true;
+
+ if(tux->dying)
+ do_y_scrolling = false;
+
/* Y-axis scrolling */
+ if(do_y_scrolling) {
+ float target_y;
+ // upwards we target the y position of the platforms tux stands on
+ if(tux->fall_mode != Player::FALLING)
+ target_y = tux->last_ground_y + tux->base.height;
+ else
+ target_y = tux->base.y + tux->base.height;
- float tux_pos_y = tux->base.y + (tux->base.height/2);
+ float delta_y = scroll.y - (target_y - (screen->h/2));
+ float speed_y = delta_y / elapsed_time;
- if(level->height > VISIBLE_TILES_Y-1 && !tux->dying)
- {
- if (scroll_y < tux_pos_y - (screen->h - Y_SPACE))
- scroll_y = tux_pos_y - (screen->h - Y_SPACE);
- else if (scroll_y > tux_pos_y - Y_SPACE)
- scroll_y = tux_pos_y - Y_SPACE;
- }
+ float max = max_speed_y;
+ if(fabsf(delta_y) > float(screen->h)/5.0)
+ max *= 5;
+
+ if(speed_y > max)
+ speed_y = max;
+ else if(speed_y < -max)
+ speed_y = -max;
- // this code prevent the screen to scroll before the start or after the level's end
- if(scroll_y > level->height * 32 - screen->h)
- scroll_y = level->height * 32 - screen->h;
- if(scroll_y < 0)
- scroll_y = 0;
+ scroll.y -= speed_y * elapsed_time;
+
+ // don't scroll before the start or after the level's end
+ if(scroll.y > level->height * 32 - screen->h)
+ scroll.y = level->height * 32 - screen->h;
+ if(scroll.y < 0)
+ scroll.y = 0;
+ }
/* X-axis scrolling */
+#if 0
/* Auto scrolling */
if(level->hor_autoscroll_speed)
{
- scroll_x += level->hor_autoscroll_speed * frame_ratio;
+ scroll_x += level->hor_autoscroll_speed * elapsed_time;
+ displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
return;
}
-
+#endif
/* Horizontal backscrolling */
float tux_pos_x = tux->base.x + (tux->base.width/2);
constant2 = 0.;
}
- float number = 2.5/(frame_ratio * CHANGE_DIR_SCROLL_SPEED/1000)*exp((CHANGE_DIR_SCROLL_SPEED-scrolling_timer.get_left())/1400.);
+ float number = 2.5/(elapsed_time * CHANGE_DIR_SCROLL_SPEED/1000)*exp((CHANGE_DIR_SCROLL_SPEED-scrolling_timer.get_left())/1400.);
if(left) number *= -1.;
- scroll_x += number
- + constant1 * tux->physic.get_velocity_x() * frame_ratio
- + constant2 * tux->physic.get_acceleration_x() * frame_ratio * frame_ratio;
+ scroll.x += number
+ + constant1 * tux->physic.get_velocity_x() * elapsed_time
+ + constant2 * tux->physic.get_acceleration_x() * elapsed_time *
+ elapsed_time;
- if ((right && final_scroll_x - scroll_x < 0) || (left && final_scroll_x - scroll_x > 0))
- scroll_x = final_scroll_x;
-
+ if ((right && final_scroll_x - scroll.x < 0) || (left && final_scroll_x -
+ scroll.x > 0))
+ scroll.x = final_scroll_x;
}
else
{
- if (right && scroll_x < tux_pos_x - (screen->w - X_SPACE))
- scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (left && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
- scroll_x = tux_pos_x - X_SPACE;
+ if (right && scroll.x < tux_pos_x - (screen->w - X_SPACE))
+ scroll.x = tux_pos_x - (screen->w - X_SPACE);
+ else if (left && scroll.x > tux_pos_x - X_SPACE && level->back_scrolling)
+ scroll.x = tux_pos_x - X_SPACE;
}
- // this code prevent the screen to scroll before the start or after the level's end
- if(scroll_x > level->width * 32 - screen->w)
- scroll_x = level->width * 32 - screen->w;
- if(scroll_x < 0)
- scroll_x = 0;
+ // don't scroll before the start or after the level's end
+ if(scroll.x > level->width * 32 - screen->w)
+ scroll.x = level->width * 32 - screen->w;
+ if(scroll.x < 0)
+ scroll.x = 0;
+
+ displaymanager.get_viewport().set_translation(scroll);
}
+#endif
void
World::collision_handler()
{
// We have detected a collision and now call the
// collision functions of the collided objects.
- (*j)->collision(&bullets[i], CO_BULLET, COLLISION_NORMAL);
+ (*j)->collision(bullets[i], CO_BULLET, COLLISION_NORMAL);
bullets[i]->collision(CO_BADGUY);
break; // bullet is invalid now, so break
}
}
}
}
+
+ // CO_FLYING_PLATFORM & (CO_PLAYER or CO_BADGUY)
+ for (FlyingPlatforms::iterator i = flying_platforms.begin(); i != flying_platforms.end(); ++i)
+ {
+ if (rectcollision((*i)->base, tux->base))
+ {
+ if (tux->previous_base.y < tux->base.y &&
+ tux->previous_base.y + tux->previous_base.height
+ < (*i)->base.y + (*i)->base.height/2)
+ {
+ (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
+ tux->collision(*i, CO_FLYING_PLATFORM);
+ }
+/* else if (tux->previous_base.y <= tux->base.y)
+ {
+ }*/
+ }
+ }
}
void
add_object(new Upgrade(displaymanager, pos, dir, kind));
}
-void
+bool
World::add_bullet(const Vector& pos, float xm, Direction dir)
{
if(tux->got_power == Player::FIRE_POWER)
{
if(bullets.size() > MAX_FIRE_BULLETS-1)
- return;
+ return false;
}
else if(tux->got_power == Player::ICE_POWER)
{
if(bullets.size() > MAX_ICE_BULLETS-1)
- return;
+ return false;
}
Bullet* new_bullet = 0;
add_object(new_bullet);
play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
+
+ return true;
}
void