X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fcamera.cpp;h=458d7031f805f1c4d9cffcc9d94c238356574039;hb=875ef8eb7e93726bc67dfa7f05da946250e588d4;hp=2c145dafb5998cb1df47250a5f0c23d4f7e4632d;hpb=c2d27b084e7672008bd6c71445d755aeba527fcd;p=supertux.git diff --git a/src/camera.cpp b/src/camera.cpp index 2c145dafb..458d7031f 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -16,31 +16,87 @@ // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. -#include "camera.h" -#include -#include "lispwriter.h" +#include + +#include +#include +#include + +#include "camera.h" +#include "utils/lispreader.h" +#include "utils/lispwriter.h" #include "player.h" -#include "level.h" -#include "globals.h" +#include "tilemap.h" +#include "gameloop.h" +#include "app/globals.h" +#include "sector.h" + +using namespace SuperTux; -Camera::Camera(Player* newplayer, Level* newlevel) - : player(newplayer), level(newlevel), scrollchange(NONE) +Camera::Camera(Sector* newsector) + : sector(newsector), do_backscrolling(true), scrollchange(NONE), + auto_idx(0), auto_t(0) { - if(!player || !level) - mode = MANUAL; - else - mode = NORMAL; + mode = NORMAL; } Camera::~Camera() { } +const Vector& +Camera::get_translation() const +{ + return translation; +} + void -Camera::set_translation(const Vector& newtranslation) +Camera::read(LispReader& reader) { - translation = newtranslation; + std::string modename; + + reader.read_string("mode", modename); + if(modename == "normal") { + mode = NORMAL; + + do_backscrolling = true; + reader.read_bool("backscrolling", do_backscrolling); + } else if(modename == "autoscroll") { + mode = AUTOSCROLL; + + lisp_object_t* cur = 0; + reader.read_lisp("path", cur); + if(cur == 0) { + throw std::runtime_error("No path specified in autoscroll camera."); + } + float speed = 50; + while(!lisp_nil_p(cur)) { + if(strcmp(lisp_symbol(lisp_car(lisp_car(cur))), "point") != 0) { + std::cerr << "Warning: unknown token in camera path.\n"; + continue; + } + + LispReader reader(lisp_cdr(lisp_car(cur))); + + ScrollPoint point; + if(!reader.read_float("x", point.position.x) || + !reader.read_float("y", point.position.y)) { + throw std::runtime_error("x and y missing in point of camerapath"); + } + reader.read_float("speed", speed); + point.speed = speed; + scrollpoints.push_back(point); + + cur = lisp_cdr(cur); + } + } else if(modename == "manual") { + mode = MANUAL; + } else { + std::stringstream str; + str << "invalid camera mode '" << modename << "'found in worldfile."; + throw std::runtime_error(str.str()); + } } void @@ -50,8 +106,20 @@ Camera::write(LispWriter& writer) if(mode == NORMAL) { writer.write_string("mode", "normal"); + writer.write_bool("backscrolling", do_backscrolling); } else if(mode == AUTOSCROLL) { writer.write_string("mode", "autoscroll"); + writer.start_list("path"); + for(std::vector::iterator i = scrollpoints.begin(); + i != scrollpoints.end(); ++i) { + writer.start_list("point"); + writer.write_float("x", i->position.x); + writer.write_float("y", i->position.y); + writer.write_float("speed", i->speed); + writer.end_list("point"); + } + + writer.end_list("path"); } else if(mode == MANUAL) { writer.write_string("mode", "manual"); } @@ -59,8 +127,16 @@ Camera::write(LispWriter& writer) writer.end_list("camera"); } +void +Camera::reset(const Vector& tuxpos) +{ + translation.x = tuxpos.x - screen->w/3 * 2; + translation.y = tuxpos.y - screen->h/2; + keep_in_bounds(); +} + static const float EPSILON = .00001; -static const float max_speed_y = 1.4; +static const float max_speed_y = 140; void Camera::action(float elapsed_time) @@ -72,29 +148,55 @@ Camera::action(float elapsed_time) } void +Camera::keep_in_bounds() +{ + float width = sector->solids->get_width() * 32; + float height = sector->solids->get_height() * 32; + + // don't scroll before the start or after the level's end + if(translation.y > height - screen->h) + translation.y = height - screen->h; + if(translation.y < 0) + translation.y = 0; + if(translation.x > width - screen->w) + translation.x = width - screen->w; + if(translation.x < 0) + translation.x = 0; +} + +void Camera::scroll_normal(float elapsed_time) { - assert(level != 0 && player != 0); + assert(sector != 0); + Player* player = sector->player; // check that we don't have division by zero later if(elapsed_time < EPSILON) return; + /****** Vertical Scrolling part ******/ bool do_y_scrolling = true; - if(player->dying || level->height == 19) + if(player->dying || sector->solids->get_height() == 19) do_y_scrolling = false; if(do_y_scrolling) { + // target_y is the high we target our scrolling at. This is not always the + // high of the player, but if he is jumping upwards we should use the + // position where he last touched the ground. (this probably needs + // exceptions for trampolines and similar things in the future) float target_y; if(player->fall_mode == Player::JUMPING) - target_y = player->last_ground_y + player->base.height; + target_y = player->last_ground_y + player->get_bbox().get_height(); else - target_y = player->base.y + player->base.height; + target_y = player->get_bbox().p2.y; + // delta_y is the distance we'd have to travel to directly reach target_y float delta_y = translation.y - (target_y - screen->h/2); + // speed is the speed the camera would need to reach target_y in this frame float speed_y = delta_y / elapsed_time; + // limit the camera speed when jumping upwards if(player->fall_mode != Player::FALLING && player->fall_mode != Player::TRAMPOLINE_JUMP) { if(speed_y > max_speed_y) @@ -103,51 +205,87 @@ Camera::scroll_normal(float elapsed_time) speed_y = -max_speed_y; } + // finally scroll with calculated speed translation.y -= speed_y * elapsed_time; - - // don't scroll before the start or after the level's end - if(translation.y > level->height * 32 - screen->h) - translation.y = level->height * 32 - screen->h; - if(translation.y < 0) - translation.y = 0; } + /****** Horizontal scrolling part *******/ + + // our camera is either in leftscrolling, rightscrolling or nonscrollingmode. + + // when suddenly changing directions while scrolling into the other direction. + // abort scrolling, since tux might be going left/right at a relatively small + // part of the map (like when jumping upwards) if((player->dir == ::LEFT && scrollchange == RIGHT) || (player->dir == ::RIGHT && scrollchange == LEFT)) scrollchange = NONE; - if(player->base.x < translation.x + screen->w/3 && level->back_scrolling) + // when in left 1/3rd of screen scroll left + if(player->get_bbox().get_middle().x < translation.x + screen->w/3 - 16 + && do_backscrolling) scrollchange = LEFT; - else if(player->base.x > translation.x + screen->w/3*2) + // scroll right when in right 1/3rd of screen + else if(player->get_bbox().get_middle().x > translation.x + screen->w/3*2+16) scrollchange = RIGHT; + // calculate our scroll target depending on scroll mode float target_x; if(scrollchange == LEFT) - target_x = player->base.x - screen->w/3*2; + target_x = player->get_bbox().get_middle().x - screen->w/3*2; else if(scrollchange == RIGHT) - target_x = player->base.x - screen->w/3; + target_x = player->get_bbox().get_middle().x - screen->w/3; else target_x = translation.x; + // that's the distance we would have to travel to reach target_x float delta_x = translation.x - target_x; + // the speed we'd need to travel to reach target_x in this frame float speed_x = delta_x / elapsed_time; - float maxv = 1 + fabsf(player->physic.get_velocity_x() * 1.3); + // limit our speed + float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3)); if(speed_x > maxv) speed_x = maxv; else if(speed_x < -maxv) speed_x = -maxv; - + + // apply scrolling translation.x -= speed_x * elapsed_time; - // don't scroll before the start or after the level's end - if(translation.x > level->width * 32 - screen->w) - translation.x = level->width * 32 - screen->w; - if(translation.x < 0) - translation.x = 0; + keep_in_bounds(); } void Camera::scroll_autoscroll(float elapsed_time) { - // TODO + Player* player = sector->player; + + if(player->dying) + return; + + if(auto_t - elapsed_time >= 0) { + translation += current_dir * elapsed_time; + auto_t -= elapsed_time; + } else { + // do the rest of the old movement + translation += current_dir * auto_t; + elapsed_time -= auto_t; + auto_t = 0; + + // construct path for next point + if(auto_idx+1 >= scrollpoints.size()) { + keep_in_bounds(); + return; + } + Vector distance = scrollpoints[auto_idx+1].position + - scrollpoints[auto_idx].position; + current_dir = distance.unit() * scrollpoints[auto_idx].speed; + auto_t = distance.norm() / scrollpoints[auto_idx].speed; + + // do movement for the remaining time + translation += current_dir * elapsed_time; + auto_t -= elapsed_time; + auto_idx++; + } + + keep_in_bounds(); }