X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fcamera.cpp;h=b440d0e00abd7220e2645065026ee0b0f44b563e;hb=308f11e38981077626fe0ea9887094f3c28b02f9;hp=c25cc205010ff2e699badfec95a49c823d4d8de0;hpb=a7e1aac92757aa9fa50863fb9abc683cc5388b1d;p=supertux.git diff --git a/src/camera.cpp b/src/camera.cpp index c25cc2050..b440d0e00 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -16,34 +16,34 @@ // 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 "camera.h" #include "lispwriter.h" #include "player.h" -#include "level.h" +#include "tilemap.h" +#include "gameloop.h" #include "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) +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 @@ -51,17 +51,17 @@ 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."); } @@ -75,11 +75,11 @@ 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); @@ -122,6 +122,14 @@ 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; @@ -137,13 +145,16 @@ 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 +162,8 @@ 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) @@ -160,7 +172,7 @@ 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) { @@ -202,10 +214,10 @@ 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 && do_backscrolling) + if(player->base.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) + else if(player->base.x > translation.x + screen->w/3*2 + 16) scrollchange = RIGHT; // calculate our scroll target depending on scroll mode @@ -220,10 +232,10 @@ Camera::scroll_normal(float elapsed_time) // 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 speed_x = 1.3 * delta_x / elapsed_time; // limit our speed - float maxv = 1 + fabsf(player->physic.get_velocity_x() * 1.3); + float maxv = 1.3 * (1 + fabsf(player->physic.get_velocity_x() * 1.3)); if(speed_x > maxv) speed_x = maxv; else if(speed_x < -maxv) @@ -238,6 +250,8 @@ Camera::scroll_normal(float elapsed_time) void Camera::scroll_autoscroll(float elapsed_time) { + Player* player = sector->player; + if(player->dying) return;