Prevent "Return to Level Editor" from working, if no levelsubset is loaded. This...
[supertux.git] / src / world.cpp
index ad0cf61..3322b9f 100644 (file)
@@ -54,6 +54,8 @@ World::World(const std::string& filename)
   get_level()->load_song();
 
   apply_bonuses();
+
+  scrolling_timer.init(true);
 }
 
 World::World(const std::string& subset, int level_nr)
@@ -73,6 +75,8 @@ World::World(const std::string& subset, int level_nr)
   get_level()->load_song();
 
   apply_bonuses();
+
+  scrolling_timer.init(true);
 }
 
 void
@@ -176,7 +180,7 @@ World::draw()
   /* Draw the real background */
   if(get_level()->bkgd_image[0] != '\0')
     {
-      int s = ((int)scroll_x / 2)%640;
+      int s = (int)((float)scroll_x * ((float)level->bkgd_speed/60.)) % screen->w;
       level->img_bkgd->draw_part(s, 0,0,0,level->img_bkgd->w - s, level->img_bkgd->h);
       level->img_bkgd->draw_part(0, 0,screen->w - s ,0,s,level->img_bkgd->h);
     }
@@ -257,7 +261,8 @@ void
 World::action(double frame_ratio)
 {
   tux.action(frame_ratio);
-  keep_in_bounds();
+  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++)
@@ -305,28 +310,88 @@ World::action(double frame_ratio)
   }
 }
 
-// the space that it takes for the screen to start scrolling
-#define X_SPACE 40
+// the space that it takes for the screen to start scrolling, regarding
+// screen bounds (in pixels)
+#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::keep_in_bounds()
+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));
 
-  scroll_x += screen->w/2;
+  if (level->back_scrolling || debug_mode)
+  {
+    if(tux.old_dir != tux.dir && level->back_scrolling)
+      scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
 
-  if (scroll_x < tux_pos_x - X_SPACE)
-    scroll_x = tux_pos_x - X_SPACE;
-  else if (scroll_x > tux_pos_x + X_SPACE && level->back_scrolling)
-    scroll_x = tux_pos_x + X_SPACE;
+    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 -= screen->w/2;
+    }
+    else
+    {
+      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;
+      }
+    }
+  }
+
+  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.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
 World::collision_handler()
 {