X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fobject%2Fcamera.cpp;h=42dd1aad3044a5c028e9df9ee4b02acd676d9bb5;hb=04a3157ef478169b5a3fc05dae00ed6ee6a1fae2;hp=e4fd50ae739703ab84447f047f1ecdf57f39a552;hpb=7b74666be6929322c6a603a6edd0131378f4c144;p=supertux.git diff --git a/src/object/camera.cpp b/src/object/camera.cpp index e4fd50ae7..42dd1aad3 100644 --- a/src/object/camera.cpp +++ b/src/object/camera.cpp @@ -25,6 +25,7 @@ #include "lisp/lisp.hpp" #include "lisp/writer.hpp" #include "lisp/list_iterator.hpp" +#include "lisp/parser.hpp" #include "scripting/camera.hpp" #include "scripting/squirrel_util.hpp" #include "camera.hpp" @@ -38,20 +39,94 @@ #include "path.hpp" #include "path_walker.hpp" -namespace { - enum CameraStyle { CameraStyleYI, CameraStyleKD, CameraStyleEXP }; - const CameraStyle cameraStyle = CameraStyleYI; -} +class CameraConfig +{ +public: + // 0 = No, 1 = Fix, 2 = Mario/Yoshi, 3 = Kirby + int ymode; + // as above, 4 = super metroid like + int xmode; + float kirby_rectsize_x; + float kirby_rectsize_y; + // where to fix the player (used for Yoshi and Fix camera) + float target_y; + float target_x; + // maximum scrolling speed in Y direction + float max_speed_y; + float max_speed_x; + // factor to dynamically increase max_speed_x based on player speed + float dynamic_max_speed_x; + + // time the player has to face into the other direction before we assume a + // changed direction + float dirchange_time; + // edge_x + float edge_x; + // when too change from noscroll mode back to lookahead left/right mode + // set to <= 0 to disable noscroll mode + float sensitive_x; + + float clamp_y; + float clamp_x; + + float dynamic_speed_sm; + + CameraConfig() { + xmode = 1; + ymode = 1; + target_x = .5f; + target_y = 2.f/3.f; + max_speed_y = 140; + max_speed_x = 130; + clamp_x = 1.f/6.f; + clamp_y = 1.f/6.f; + kirby_rectsize_x = 0.2f; + kirby_rectsize_y = 0.34f; + edge_x = 1.f/3.f; + sensitive_x = 1.f/4.f; + dynamic_max_speed_x = 1.0; + dirchange_time = 0.2f; + dynamic_speed_sm = 1.0f; + } + + void load(const std::string& filename) + { + lisp::Parser parser; + const lisp::Lisp* root = parser.parse(filename); + const lisp::Lisp* camconfig = root->get_lisp("camera-config"); + if(camconfig == NULL) + throw std::runtime_error("file is not a camera config file."); + + camconfig->get("xmode", xmode); + camconfig->get("ymode", ymode); + camconfig->get("target-x", target_x); + camconfig->get("target-y", target_y); + camconfig->get("max-speed-x", max_speed_x); + camconfig->get("max-speed-y", max_speed_y); + camconfig->get("dynamic-max-speed-x", dynamic_max_speed_x); + camconfig->get("dirchange-time", dirchange_time); + camconfig->get("clamp-x", clamp_x); + camconfig->get("clamp-y", clamp_y); + camconfig->get("kirby-rectsize-x", kirby_rectsize_x); + camconfig->get("kirby-rectsize-y", kirby_rectsize_y); + camconfig->get("edge-x", edge_x); + camconfig->get("sensitive-x", sensitive_x); + camconfig->get("dynamic-speed-sm", dynamic_speed_sm); + } +}; Camera::Camera(Sector* newsector, std::string name) - : mode(NORMAL), sector(newsector), do_backscrolling(true), - scrollchange(NONE) + : mode(NORMAL), sector(newsector), lookahead_mode(LOOKAHEAD_NONE), + lookahead_pos(0) { this->name = name; + config = new CameraConfig(); + reload_config(); } Camera::~Camera() { + delete config; } void @@ -69,6 +144,11 @@ Camera::unexpose(HSQUIRRELVM vm, SQInteger table_idx) Scripting::unexpose_object(vm, table_idx, name); } +void +Camera::draw(DrawingContext& ) +{ +} + const Vector& Camera::get_translation() const { @@ -83,9 +163,6 @@ Camera::parse(const lisp::Lisp& reader) reader.get("mode", modename); if(modename == "normal") { mode = NORMAL; - - do_backscrolling = true; - reader.get("backscrolling", do_backscrolling); } else if(modename == "autoscroll") { mode = AUTOSCROLL; @@ -112,7 +189,6 @@ Camera::write(lisp::Writer& writer) if(mode == NORMAL) { writer.write_string("mode", "normal"); - writer.write_bool("backscrolling", do_backscrolling); } else if(mode == AUTOSCROLL) { writer.write_string("mode", "autoscroll"); autoscroll_path->write(writer); @@ -124,25 +200,8 @@ Camera::write(lisp::Writer& writer) } void -Camera::reset_kd(const Vector& tuxpos) -{ - translation.x = tuxpos.x - (SCREEN_WIDTH * 0.5); - translation.y = tuxpos.y - (SCREEN_HEIGHT * 0.5); - - shakespeed = 0; - shaketimer.stop(); - keep_in_bounds(translation); -} - - -void Camera::reset(const Vector& tuxpos) { - if (cameraStyle == CameraStyleKD) { - reset_kd(tuxpos); - return; - } - translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2; translation.y = tuxpos.y - SCREEN_HEIGHT/2; shakespeed = 0; @@ -172,7 +231,7 @@ Camera::scroll_to(const Vector& goal, float scrolltime) } static const float EPSILON = .00001f; -static const float max_speed_y = 140; +static const float MAX_SPEED_Y = 140; void Camera::update(float elapsed_time) @@ -190,6 +249,23 @@ Camera::update(float elapsed_time) default: break; } + shake(); +} + +void +Camera::reload_config() +{ + config->load("camera.cfg"); +} + +float clamp(float val, float min, float max) +{ + if(val < min) + return min; + if(val > max) + return max; + + return val; } void @@ -199,16 +275,11 @@ Camera::keep_in_bounds(Vector& translation) float height = sector->get_height(); // don't scroll before the start or after the level's end - if(translation.y > height - SCREEN_HEIGHT) - translation.y = height - SCREEN_HEIGHT; - if(translation.y < 0) - translation.y = 0; + translation.x = clamp(translation.x, 0, width - SCREEN_WIDTH); + translation.y = clamp(translation.y, 0, height - SCREEN_HEIGHT); + if (height < SCREEN_HEIGHT) translation.y = height/2.0 - SCREEN_HEIGHT/2.0; - if(translation.x > width - SCREEN_WIDTH) - translation.x = width - SCREEN_WIDTH; - if(translation.x < 0) - translation.x = 0; if (width < SCREEN_WIDTH) translation.x = width/2.0 - SCREEN_WIDTH/2.0; } @@ -223,109 +294,33 @@ Camera::shake() } void -Camera::update_scroll_normal_kd(float elapsed_time) -{ - // make sure some time has actually passed - if(elapsed_time < EPSILON) return; - - // make sure we have an active player - assert(sector != 0); - Player* player = sector->player; - Vector playerCenter = player->get_bbox().get_middle(); - - // If player is peeking, scroll in that direction - if (player->peeking_direction() == ::LEFT) { - translation.x -= elapsed_time * 128.0f; - } - else if (player->peeking_direction() == ::RIGHT) { - translation.x += elapsed_time * 128.0f; - } - - // keep player within a small box, centered on the screen (vertical part) - bool do_y_scrolling = true; - if (player->is_dying() || sector->get_height() == 19*32) do_y_scrolling = false; - if (do_y_scrolling) { - translation.y = std::min(player->get_bbox().p1.y - SCREEN_HEIGHT * (0.5f - 0.17f), translation.y); - translation.y = std::max(player->get_bbox().p2.y - SCREEN_HEIGHT * (0.5f + 0.17f), translation.y); - } - - // keep player within a small box, centered on the screen (horizontal part) - translation.x = std::min(player->get_bbox().p1.x - SCREEN_WIDTH * (0.5f - 0.1f), translation.x); - translation.x = std::max(player->get_bbox().p2.x - SCREEN_WIDTH * (0.5f + 0.1f), translation.x); - - // make sure camera doesn't point outside level borders - keep_in_bounds(translation); - - // handle shaking of camera (if applicable) - shake(); -} - -template -T clamp(T min, T max, T val) -{ - if(val < min) - return min; - if(val > max) - return max; - - return val; -} - -void -Camera::update_scroll_normal_exp(float elapsed_time) +Camera::update_scroll_normal(float elapsed_time) { - static const Vector camera_speed = Vector(300, 100); - + const CameraConfig& config = *(this->config); Player* player = sector->player; const Vector& player_pos = player->get_bbox().get_middle(); static Vector last_player_pos = player_pos; - static Vector camera_delta = Vector(0, 0); - - (void) elapsed_time; - - Vector player_delta_x = player_pos - last_player_pos; + Vector player_delta = player_pos - last_player_pos; last_player_pos = player_pos; - Vector camera_delta_antic = Vector(0, 0) + player_delta_x * 25; - Vector myspeed = (camera_delta_antic - camera_delta) / elapsed_time; - myspeed.x = clamp(-camera_speed.x, camera_speed.x, myspeed.x); - myspeed.y = clamp(-camera_speed.y, camera_speed.y, myspeed.y); - - camera_delta += myspeed * elapsed_time; - - translation.x = camera_delta.x + player_pos.x - 0.5f * SCREEN_WIDTH; - translation.y = camera_delta.y + player_pos.y - 0.5f * SCREEN_HEIGHT; - - keep_in_bounds(translation); - shake(); -} - -void -Camera::update_scroll_normal(float elapsed_time) -{ - if (cameraStyle == CameraStyleEXP) { - update_scroll_normal_exp(elapsed_time); - return; - } - if (cameraStyle == CameraStyleKD) { - update_scroll_normal_kd(elapsed_time); - return; - } - - 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; + int xmode = config.xmode; + int ymode = config.ymode; - if(player->is_dying() || sector->get_height() == 19*32) - do_y_scrolling = false; + if(player->is_dying() || sector->get_height() == 19*32) { + ymode = 0; + } + if(player->is_dying()) + xmode = 0; - if(do_y_scrolling) { + if(ymode == 1) { + translation.y = player_pos.y - SCREEN_HEIGHT * config.target_y; + } + if(ymode == 2) { // 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 @@ -335,96 +330,186 @@ Camera::update_scroll_normal(float elapsed_time) target_y = player->last_ground_y + player->get_bbox().get_height(); else target_y = player->get_bbox().p2.y; + target_y -= SCREEN_HEIGHT * config.target_y; // delta_y is the distance we'd have to travel to directly reach target_y - float delta_y = translation.y - (target_y - SCREEN_HEIGHT*2/3); + float delta_y = translation.y - target_y; // 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) - speed_y = max_speed_y; - else if(speed_y < -max_speed_y) - speed_y = -max_speed_y; + speed_y = clamp(speed_y, -config.max_speed_y, config.max_speed_y); } - // finally scroll with calculated speed + // scroll with calculated speed translation.y -= speed_y * elapsed_time; + } + if(ymode == 3) { + float halfsize = config.kirby_rectsize_y * 0.5f; + translation.y = clamp(translation.y, + player_pos.y - SCREEN_HEIGHT * (0.5f + halfsize), + player_pos.y - SCREEN_HEIGHT * (0.5f - halfsize)); + } + if(ymode == 4) { + // TODO... + } - // make sure to always keep the player inside the middle 1/6 of the screen - translation.y = std::min(player->get_bbox().p1.y - SCREEN_HEIGHT*1/6, translation.y); - translation.y = std::max(player->get_bbox().p2.y - SCREEN_HEIGHT*5/6, translation.y); + if(ymode != 0 && config.clamp_y > 0) { + translation.y = clamp(translation.y, + player_pos.y - SCREEN_HEIGHT * (1-config.clamp_y), + player_pos.y - SCREEN_HEIGHT * config.clamp_y); } /****** Horizontal scrolling part *******/ - // our camera is either in leftscrolling, rightscrolling or nonscrollingmode. + if(xmode == 1) { + translation.x = player_pos.x - SCREEN_WIDTH * config.target_x; + } + if(xmode == 2) { + // 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) + + // Find out direction in which the player moves + LookaheadMode walkDirection; + if (player_delta.x < -EPSILON) walkDirection = LOOKAHEAD_LEFT; + else if (player_delta.x > EPSILON) walkDirection = LOOKAHEAD_RIGHT; + else if (player->dir == ::LEFT) walkDirection = LOOKAHEAD_LEFT; + else walkDirection = LOOKAHEAD_RIGHT; + + float LEFTEND, RIGHTEND; + if(config.sensitive_x > 0) { + LEFTEND = SCREEN_WIDTH * config.sensitive_x; + RIGHTEND = SCREEN_WIDTH * (1-config.sensitive_x); + } else { + LEFTEND = SCREEN_WIDTH; + RIGHTEND = 0; + } - // 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(lookahead_mode == LOOKAHEAD_NONE) { + /* if we're undecided then look if we crossed the left or right + * "sensitive" area */ + if(player_pos.x < translation.x + LEFTEND) { + lookahead_mode = LOOKAHEAD_LEFT; + } else if(player_pos.x > translation.x + RIGHTEND) { + lookahead_mode = LOOKAHEAD_RIGHT; + } + /* at the ends of a level it's obvious which way we will go */ + if(player_pos.x < SCREEN_WIDTH*0.5) { + lookahead_mode = LOOKAHEAD_RIGHT; + } else if(player_pos.x >= sector->get_width() - SCREEN_WIDTH*0.5) { + lookahead_mode = LOOKAHEAD_LEFT; + } + + changetime = -1; + } else if(lookahead_mode != walkDirection) { + /* player changed direction while camera was scrolling... + * he has to do this for a certain time to add robustness against + * sudden changes */ + if(changetime < 0) { + changetime = game_time; + } else if(game_time - changetime > config.dirchange_time) { + if(lookahead_mode == LOOKAHEAD_LEFT && + player_pos.x > translation.x + RIGHTEND) { + lookahead_mode = LOOKAHEAD_RIGHT; + } else if(lookahead_mode == LOOKAHEAD_RIGHT && + player_pos.x < translation.x + LEFTEND) { + lookahead_mode = LOOKAHEAD_LEFT; + } else { + lookahead_mode = LOOKAHEAD_NONE; + } + } + } else { + changetime = -1; + } + LEFTEND = SCREEN_WIDTH * config.edge_x; + RIGHTEND = SCREEN_WIDTH * (1-config.edge_x); - // Find out direction in which the player walks: We want to try and show a - // bit more of what's in front of the player and less of what's behind - LeftRightScrollChange walkDirection; - if (player->physic.get_velocity_x() < -EPSILON) walkDirection = LEFT; - else if (player->physic.get_velocity_x() > EPSILON) walkDirection = RIGHT; - else if (player->dir == ::LEFT) walkDirection = LEFT; - else walkDirection = RIGHT; + // calculate our scroll target depending on scroll mode + float target_x; + if(lookahead_mode == LOOKAHEAD_LEFT) + target_x = player_pos.x - RIGHTEND; + else if(lookahead_mode == LOOKAHEAD_RIGHT) + target_x = player_pos.x - LEFTEND; + 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; - if((walkDirection == LEFT && scrollchange == RIGHT) - || (walkDirection == RIGHT && scrollchange == LEFT)) - scrollchange = NONE; - // when in left 1/3rd of screen scroll left - if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16 - && do_backscrolling) - scrollchange = LEFT; - // scroll right when in right 1/3rd of screen - else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16) - scrollchange = RIGHT; + // limit our speed + float player_speed_x = player_delta.x / elapsed_time; + float maxv = config.max_speed_x + (fabsf(player_speed_x * config.dynamic_max_speed_x)); + speed_x = clamp(speed_x, -maxv, maxv); - // calculate our scroll target depending on scroll mode - float target_x; - if(scrollchange == LEFT) - target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2; - else if(scrollchange == RIGHT) - target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/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; - - // 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; - - // If player is peeking scroll in that direction. Fast. - if( player->peeking_direction() == ::LEFT ){ - speed_x = maxv; + // If player is peeking scroll in that direction. Fast. + if(player->peeking_direction() == ::LEFT) { + speed_x = config.max_speed_x; + } + if(player->peeking_direction() == ::RIGHT) { + speed_x = -config.max_speed_x; + } + + // apply scrolling + translation.x -= speed_x * elapsed_time; } - if( player->peeking_direction() == ::RIGHT ){ - speed_x = -maxv; + if(xmode == 3) { + float halfsize = config.kirby_rectsize_x * 0.5f; + translation.x = clamp(translation.x, + player_pos.x - SCREEN_WIDTH * (0.5f + halfsize), + player_pos.x - SCREEN_WIDTH * (0.5f - halfsize)); } + if(xmode == 4) { + float LEFTEND = SCREEN_WIDTH * config.edge_x; + float RIGHTEND = SCREEN_WIDTH * (1 - config.edge_x); + + if (player_delta.x < -EPSILON) { + // walking left + lookahead_pos -= player_delta.x * config.dynamic_speed_sm; + + if(lookahead_pos > RIGHTEND) { + lookahead_pos = RIGHTEND; + } + } else if (player_delta.x > EPSILON) { + // walking right + lookahead_pos -= player_delta.x * config.dynamic_speed_sm; + if(lookahead_pos < LEFTEND) { + lookahead_pos = LEFTEND; + } + } - // apply scrolling - translation.x -= speed_x * elapsed_time; + if(player->peeking_direction() == ::LEFT) { + lookahead_pos += config.max_speed_x * elapsed_time * 3.0f; + } else if(player->peeking_direction() == ::RIGHT) { + lookahead_pos -= config.max_speed_x * elapsed_time * 3.0f; + } - // make sure to always keep the player inside the middle 4/6 of the screen - translation.x = std::min(player->get_bbox().p1.x - SCREEN_WIDTH*1/6, translation.x); - translation.x = std::max(player->get_bbox().p2.x - SCREEN_WIDTH*5/6, translation.x); + // adjust for level ends + if (player_pos.x < LEFTEND) { + lookahead_pos = LEFTEND; + } + if (player_pos.x > sector->get_width() - LEFTEND) { + lookahead_pos = RIGHTEND; + } + + translation.x = player_pos.x - lookahead_pos; + } + + if(xmode != 0 && config.clamp_x > 0) { + translation.x = clamp(translation.x, + player_pos.x - SCREEN_WIDTH * (1-config.clamp_x), + player_pos.x - SCREEN_WIDTH * config.clamp_x); + } keep_in_bounds(translation); - shake(); } void @@ -437,7 +522,6 @@ Camera::update_scroll_autoscroll(float elapsed_time) translation = autoscroll_walker->advance(elapsed_time); keep_in_bounds(translation); - shake(); } void