get_level()->load_song();
apply_bonuses();
+
+ scrolling_timer.init(true);
}
World::World(const std::string& subset, int level_nr)
get_level()->load_song();
apply_bonuses();
+
+ scrolling_timer.init(true);
}
void
int y,x;
/* Draw the real background */
- if(get_level()->bkgd_image[0] != '\0')
+ if(level->img_bkgd)
{
- int s = ((int)scroll_x / 2)%640;
+ int s = (int)((float)scroll_x * ((float)level->bkgd_speed/100.0f)) % 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);
}
}
/* Draw background: */
- for (y = 0; y < 15; ++y)
+ for (y = 0; y < 16 && y < level->height; ++y)
{
for (x = 0; x < 21; ++x)
{
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- level->bg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+ Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
+ level->bg_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
}
}
/* Draw interactive tiles: */
- for (y = 0; y < 15; ++y)
+ for (y = 0; y < 16 && y < level->height; ++y)
{
for (x = 0; x < 21; ++x)
{
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- level->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+ Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
+ level->ia_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
}
}
broken_bricks[i]->draw();
/* Draw foreground: */
- for (y = 0; y < 15; ++y)
+ for (y = 0; y < 16 && y < level->height; ++y)
{
for (x = 0; x < 21; ++x)
{
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- level->fg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+ Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
+ level->fg_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
}
}
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++)
}
}
-// the space that it takes for the screen to start scrolling
-#define X_SPACE 80
+// 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)
{
-int tux_pos_x = (int)(tux.base.x - (tux.base.width/2));
-scroll_x += screen->w/2;
+ /* Auto scrolling */
+ if(level->hor_autoscroll_speed)
+ {
+ scroll_x += level->hor_autoscroll_speed * frame_ratio;
+ return;
+ }
-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;
-scroll_x -= screen->w/2;
+ /* Horizontal backscrolling */
+ float tux_pos_x = tux.base.x + (tux.base.width/2);
-if(scroll_x < 0)
- scroll_x = 0;
-}
+ if(tux.old_dir != tux.dir && level->back_scrolling)
+ scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
+ 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;
+
+ }
+ 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;
+ }
+ }
+
+ // 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;
+
+ /* Y-axis scrolling */
+
+ float tux_pos_y = tux.base.y + (tux.base.height/2);
+
+ scroll_y = tux_pos_y - (screen->h / 2);
+
+ // this code prevent the screen to scroll before the start or after the level's end
+ if(scroll_y < 0)
+ scroll_y = 0;
+ if(scroll_y > level->height * 32 - screen->h)
+ scroll_y = level->height * 32 - screen->h;
+}
void
World::collision_handler()
player_status.score += s;
FloatingScore* new_floating_score = new FloatingScore();
- new_floating_score->init(x,y,s);
+ new_floating_score->init(x-scroll_x, y-scroll_y, s);
floating_scores.push_back(new_floating_score);
}
World::add_bouncy_distro(float x, float y)
{
BouncyDistro* new_bouncy_distro = new BouncyDistro();
- new_bouncy_distro->init(x,y);
+ new_bouncy_distro->init(x, y);
bouncy_distros.push_back(new_bouncy_distro);
}