int y,x;
/* Draw the real background */
- if(get_level()->bkgd_image[0] != '\0')
+ if(level->img_bkgd)
{
- int s = (int)((float)scroll_x * ((float)level->bkgd_speed/60.)) % screen->w;
+ 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);
+ tux.check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
scrolling(frame_ratio);
/* Handle bouncy distros: */
}
}
-// the space that it takes for the screen to start scrolling, regarding
-// screen bounds (in pixels)
-#define X_SPACE 380
+/* the space that it takes for the screen to start scrolling, regarding
+/* screen bounds (in pixels) */
+// should be higher than screen->w/2 (320)
+#define X_SPACE (400-16)
+// should be less than screen->h/2 (240)
+#define Y_SPACE 200
+
// 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(double frame_ratio)
{
- int tux_pos_x = (int)(tux.base.x + (tux.base.width/2));
+ /* Y-axis scrolling */
+
+ float tux_pos_y = tux.base.y + (tux.base.height/2);
- if (level->back_scrolling || debug_mode)
+ 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;
+
+ // 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;
+
+ /* X-axis scrolling */
+
+ /* Auto scrolling */
+ if(level->hor_autoscroll_speed)
{
- if(tux.old_dir != tux.dir && level->back_scrolling)
- scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
+ scroll_x += level->hor_autoscroll_speed * frame_ratio;
+ return;
+ }
- 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));
- // std::cerr << tux_pos_x << " " << final_scroll_x << " " << scroll_x << std::endl;
+ /* Horizontal backscrolling */
+ float tux_pos_x = tux.base.x + (tux.base.width/2);
- }
+ 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.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)
+ 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;
}
- }
- else /*no debug*/
- {
+ 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)
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);
}