X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fcamera.cpp;h=458d7031f805f1c4d9cffcc9d94c238356574039;hb=875ef8eb7e93726bc67dfa7f05da946250e588d4;hp=41ffd9840056ac4cc9d97e4eeda34677a3185294;hpb=cb6ab50bb83e58a8cc99310fa88cc1855213f2fb;p=supertux.git diff --git a/src/camera.cpp b/src/camera.cpp index 41ffd9840..458d7031f 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -16,34 +16,39 @@ // 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 #include -#include -#include "lispwriter.h" +#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" -Camera::Camera(Player* newplayer, Level* newlevel) - : player(newplayer), level(newlevel), do_backscrolling(true), - scrollchange(NONE), auto_idx(0), auto_t(0) +using namespace SuperTux; + +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() { } -void -Camera::set_translation(const Vector& newtranslation) +const Vector& +Camera::get_translation() const { - translation = newtranslation; + return translation; } void @@ -51,21 +56,21 @@ Camera::read(LispReader& reader) { std::string modename; - reader.read_string("mode", &modename); + reader.read_string("mode", modename); if(modename == "normal") { mode = NORMAL; do_backscrolling = true; - reader.read_bool("backscrolling", &do_backscrolling); + reader.read_bool("backscrolling", do_backscrolling); } else if(modename == "autoscroll") { mode = AUTOSCROLL; lisp_object_t* cur = 0; - reader.read_lisp("path", &cur); + reader.read_lisp("path", cur); if(cur == 0) { throw std::runtime_error("No path specified in autoscroll camera."); } - float speed = .5; + 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"; @@ -75,11 +80,11 @@ Camera::read(LispReader& reader) LispReader reader(lisp_cdr(lisp_car(cur))); ScrollPoint point; - if(!reader.read_float("x", &point.position.x) || - !reader.read_float("y", &point.position.y)) { + 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); + reader.read_float("speed", speed); point.speed = speed; scrollpoints.push_back(point); @@ -122,8 +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) @@ -137,13 +150,16 @@ 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 > level->height * 32 - screen->h) - translation.y = level->height * 32 - screen->h; + if(translation.y > height - screen->h) + translation.y = height - screen->h; if(translation.y < 0) translation.y = 0; - if(translation.x > level->width * 32 - screen->w) - translation.x = level->width * 32 - screen->w; + if(translation.x > width - screen->w) + translation.x = width - screen->w; if(translation.x < 0) translation.x = 0; } @@ -151,7 +167,8 @@ Camera::keep_in_bounds() 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) @@ -160,18 +177,19 @@ Camera::scroll_normal(float elapsed_time) /****** 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. - float target_y; + // 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); @@ -202,28 +220,29 @@ Camera::scroll_normal(float elapsed_time) || (player->dir == ::RIGHT && scrollchange == LEFT)) scrollchange = NONE; // when in left 1/3rd of screen scroll left - if(player->base.x < translation.x + screen->w/3 - 32 && do_backscrolling) + if(player->get_bbox().get_middle().x < translation.x + screen->w/3 - 16 + && do_backscrolling) scrollchange = LEFT; // scroll right when in right 1/3rd of screen - else if(player->base.x > translation.x + screen->w/3*2 + 32) + 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 = 1.3 * delta_x / elapsed_time; + float speed_x = delta_x / elapsed_time; // limit our speed - float maxv = 1.3 * (1 + fabsf(player->physic.get_velocity_x() * 1.3)); + float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3)); if(speed_x > maxv) speed_x = maxv; else if(speed_x < -maxv) @@ -238,6 +257,8 @@ Camera::scroll_normal(float elapsed_time) void Camera::scroll_autoscroll(float elapsed_time) { + Player* player = sector->player; + if(player->dying) return;