World::action(double frame_ratio)
{
tux.action(frame_ratio);
- scrolling();
+ tux.check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
+ scrolling(frame_ratio);
/* Handle bouncy distros: */
for (unsigned int i = 0; i < bouncy_distros.size(); i++)
// the space that it takes for the screen to start scrolling, regarding
// screen bounds (in pixels)
-#define X_SPACE 380
+#define X_SPACE (400-16)
// the time it takes to move the camera (in ms)
#define CHANGE_DIR_SCROLL_SPEED 2000
/* This functions takes cares of the scrolling */
-void World::scrolling()
+void World::scrolling(double frame_ratio)
{
+ if(level->hor_autoscroll_speed)
+ {
+ scroll_x += level->hor_autoscroll_speed * frame_ratio;
+ return;
+ }
+
int tux_pos_x = (int)(tux.base.x + (tux.base.width/2));
- if(tux.old_dir != tux.dir && (level->back_scrolling || debug_mode))
- scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
-
- if(scrolling_timer.check())
- {
- float final_scroll_x;
- if (tux.dir == RIGHT)
- final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else// if (tux.dir == LEFT)// && )
- final_scroll_x = tux_pos_x - X_SPACE;
+ if (level->back_scrolling || debug_mode)
+ {
+ if(tux.old_dir != tux.dir && level->back_scrolling)
+ scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
- if(moved_scroll_x == 0)
- moved_scroll_x = scroll_x;
+ if(scrolling_timer.check())
+ {
+ float final_scroll_x;
+ if (tux.physic.get_velocity_x() > 0)
+ final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.physic.get_velocity_x() < 0)
+ final_scroll_x = tux_pos_x - X_SPACE;
+ else
+ {
+ if (tux.dir == RIGHT)
+ final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.dir == LEFT && level->back_scrolling)
+ final_scroll_x = tux_pos_x - X_SPACE;
+ }
+
+ scroll_x += (final_scroll_x - scroll_x)
+ / (frame_ratio * (CHANGE_DIR_SCROLL_SPEED / 100))
+ + (tux.physic.get_velocity_x() * frame_ratio + tux.physic.get_acceleration_x() * frame_ratio * frame_ratio);
+ // std::cerr << tux_pos_x << " " << final_scroll_x << " " << scroll_x << std::endl;
- scroll_x += (final_scroll_x - scroll_x) / (CHANGE_DIR_SCROLL_SPEED);
}
-
- else
+ else
{
- moved_scroll_x = 0;
+ if (tux.physic.get_velocity_x() > 0 && scroll_x < tux_pos_x - (screen->w - X_SPACE))
+ scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.physic.get_velocity_x() < 0 && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
+ scroll_x = tux_pos_x - X_SPACE;
+ else
+ {
+ if (tux.dir == RIGHT && scroll_x < tux_pos_x - (screen->w - X_SPACE))
+ scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.dir == LEFT && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
+ scroll_x = tux_pos_x - X_SPACE;
+ }
+ }
+ }
- if (tux.dir == RIGHT && scroll_x < tux_pos_x - (screen->w - X_SPACE))
+ else /*no debug*/
+ {
+ if (tux.physic.get_velocity_x() > 0 && scroll_x < tux_pos_x - (screen->w - X_SPACE))
scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (tux.dir == LEFT && scroll_x > tux_pos_x - X_SPACE && (level->back_scrolling || debug_mode))
+ else if (tux.physic.get_velocity_x() < 0 && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
scroll_x = tux_pos_x - X_SPACE;
+ else
+ {
+ if (tux.dir == RIGHT && scroll_x < tux_pos_x - (screen->w - X_SPACE))
+ scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.dir == 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 < 0)
scroll_x = 0;
+ if(scroll_x > level->width * 32 - screen->w)
+ scroll_x = level->width * 32 - screen->w;
}
void