X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fobject%2Fcamera.cpp;h=7cea284bc25538a76a9e93feb644e962ed954c10;hb=353cf7029337c97b03d0623af51ea8ea7e63f7d2;hp=25a2d921e23f8bc8e347d87b1524e0169ae8fea1;hpb=bfb1843f48afe90512ac90b4f4b8451f1f0e1d18;p=supertux.git diff --git a/src/object/camera.cpp b/src/object/camera.cpp index 25a2d921e..7cea284bc 100644 --- a/src/object/camera.cpp +++ b/src/object/camera.cpp @@ -39,16 +39,17 @@ #include "path.hpp" #include "path_walker.hpp" -namespace { - enum CameraStyle { CameraStyleYI, CameraStyleKD, CameraStyleEXP }; - const CameraStyle cameraStyle = CameraStyleEXP; -} +/* this is the fractional distance toward the peek + position to move each frame; lower is slower, + 0 is never get there, 1 is instant */ +static const float PEEK_ARRIVE_RATIO = 0.1; class CameraConfig { public: - // 0 = No, 1 = Fix, 2 = Mario/Yoshi, 3 = Kirby, 4 = inverse rubber + // 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; @@ -60,27 +61,37 @@ public: 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; + xmode = 4; + ymode = 3; 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; + target_y = .5f; + max_speed_y = 100; + max_speed_x = 100; + clamp_x = 0.1666f; + clamp_y = 0.3f; 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; + edge_x = 0.4f; + sensitive_x = -1; + dynamic_max_speed_x = 1.0; + dirchange_time = 0.2f; + dynamic_speed_sm = 0.8f; } void load(const std::string& filename) @@ -97,18 +108,20 @@ public: 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("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), scrollchange(NONE) + : mode(NORMAL), sector(newsector), lookahead_mode(LOOKAHEAD_NONE) { this->name = name; config = new CameraConfig(); @@ -191,30 +204,16 @@ 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.x = tuxpos.x - SCREEN_WIDTH/2; translation.y = tuxpos.y - SCREEN_HEIGHT/2; + shakespeed = 0; shaketimer.stop(); keep_in_bounds(translation); + + cached_translation = translation; } void @@ -257,12 +256,18 @@ Camera::update(float elapsed_time) default: break; } + shake(); } void Camera::reload_config() { - config->load("camera.cfg"); + try { + config->load("camera.cfg"); + } catch(std::exception &e) { + log_debug << "Couldn't load camera.cfg, using defaults (" + << e.what() << ")" << std::endl; + } } float clamp(float val, float min, float max) @@ -301,69 +306,32 @@ 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 != NULL); - 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 = clamp(translation.y, - player->get_bbox().p1.y - SCREEN_HEIGHT * (0.5f - 0.17f), - player->get_bbox().p2.y - SCREEN_HEIGHT * (0.5f + 0.17f)); - } - - // keep player within a small box, centered on the screen (horizontal part) - translation.x = clamp(translation.x, - player->get_bbox().p1.x - SCREEN_WIDTH * (0.5f - 0.1f), - player->get_bbox().p2.x - SCREEN_WIDTH * (0.5f + 0.1f)); - - // make sure camera doesn't point outside level borders - keep_in_bounds(translation); - - // handle shaking of camera (if applicable) - shake(); -} - -void -Camera::update_scroll_normal_exp(float elapsed_time) +Camera::update_scroll_normal(float elapsed_time) { const CameraConfig& config = *(this->config); Player* player = sector->player; - const Vector& player_pos = player->get_bbox().get_middle(); + const Vector& player_pos = Vector(player->get_bbox().get_middle().x, + player->get_bbox().get_bottom()); static Vector last_player_pos = player_pos; Vector player_delta = player_pos - last_player_pos; + last_player_pos = player_pos; // check that we don't have division by zero later if(elapsed_time < EPSILON) return; /****** Vertical Scrolling part ******/ + int xmode = config.xmode; int ymode = config.ymode; if(player->is_dying() || sector->get_height() == 19*32) { ymode = 0; } + if(player->is_dying()) + xmode = 0; if(ymode == 1) { - translation.y = player_pos.y - SCREEN_HEIGHT * config.target_y; + cached_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 @@ -378,7 +346,7 @@ Camera::update_scroll_normal_exp(float elapsed_time) 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; + float delta_y = cached_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; @@ -389,30 +357,90 @@ Camera::update_scroll_normal_exp(float elapsed_time) } // scroll with calculated speed - translation.y -= speed_y * elapsed_time; + cached_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)); + cached_translation.y = clamp(cached_translation.y, + player_pos.y - SCREEN_HEIGHT * (0.5f + halfsize), + player_pos.y - SCREEN_HEIGHT * (0.5f - halfsize)); } if(ymode == 4) { - // TODO... + float upperend = SCREEN_HEIGHT * config.edge_x; + float lowerend = SCREEN_HEIGHT * (1 - config.edge_x); + + if (player_delta.y < -EPSILON) { + // walking left + lookahead_pos.y -= player_delta.y * config.dynamic_speed_sm; + + if(lookahead_pos.y > lowerend) { + lookahead_pos.y = lowerend; + } + } else if (player_delta.y > EPSILON) { + // walking right + lookahead_pos.y -= player_delta.y * config.dynamic_speed_sm; + if(lookahead_pos.y < upperend) { + lookahead_pos.y = upperend; + } + } + + // adjust for level ends + if (player_pos.y < upperend) { + lookahead_pos.y = upperend; + } + if (player_pos.y > sector->get_width() - upperend) { + lookahead_pos.y = lowerend; + } + + cached_translation.y = player_pos.y - lookahead_pos.y; } - if(ymode != 0 && config.clamp_y > 0) { - translation.y = clamp(translation.y, - player_pos.y - SCREEN_HEIGHT * config.clamp_y, - player_pos.y - SCREEN_HEIGHT * (1-config.clamp_y)); + translation.y = cached_translation.y; + + if(ymode != 0) { + float top_edge, bottom_edge; + if(config.clamp_y <= 0) { + top_edge = 0; + bottom_edge = SCREEN_HEIGHT; + } else { + top_edge = SCREEN_HEIGHT*config.clamp_y; + bottom_edge = SCREEN_HEIGHT*(1-config.clamp_y); + } + + float peek_to = 0; + float translation_compensation = player_pos.y - translation.y; + + if(player->peeking_direction_y() == ::UP) { + peek_to = bottom_edge - translation_compensation; + } else if(player->peeking_direction_y() == ::DOWN) { + peek_to = top_edge - translation_compensation; + } + + float peek_move = (peek_to - peek_pos.y) * PEEK_ARRIVE_RATIO; + if(fabs(peek_move) < 1.0) { + peek_move = 0.0; + } + + peek_pos.y += peek_move; + + translation.y -= peek_pos.y; + + if(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); + cached_translation.y = clamp(cached_translation.y, + player_pos.y - SCREEN_HEIGHT * (1-config.clamp_y), + player_pos.y - SCREEN_HEIGHT * config.clamp_y); + } } /****** Horizontal scrolling part *******/ - if(config.xmode == 1) { - translation.x = player_pos.x - SCREEN_WIDTH * config.target_x; + if(xmode == 1) { + cached_translation.x = player_pos.x - SCREEN_WIDTH * config.target_x; } - if(config.xmode == 2) { + if(xmode == 2) { // our camera is either in leftscrolling, rightscrolling or // nonscrollingmode. // @@ -420,230 +448,163 @@ Camera::update_scroll_normal_exp(float elapsed_time) // 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 walks - 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; - - float LEFTEND = SCREEN_WIDTH * config.sensitive_x; - float RIGHTEND = SCREEN_WIDTH * (1-config.sensitive_x); - - if((walkDirection == LEFT && scrollchange == RIGHT) - || (walkDirection == RIGHT && scrollchange == LEFT)) - scrollchange = NONE; - // when in left 1/3rd of screen scroll left - if(player_pos.x < translation.x + LEFTEND) - scrollchange = LEFT; - // scroll right when in right 1/3rd of screen - else if(player_pos.x > translation.x + RIGHTEND) - scrollchange = RIGHT; + // 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; + } + + if(lookahead_mode == LOOKAHEAD_NONE) { + /* if we're undecided then look if we crossed the left or right + * "sensitive" area */ + if(player_pos.x < cached_translation.x + LEFTEND) { + lookahead_mode = LOOKAHEAD_LEFT; + } else if(player_pos.x > cached_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 > cached_translation.x + RIGHTEND) { + lookahead_mode = LOOKAHEAD_RIGHT; + } else if(lookahead_mode == LOOKAHEAD_RIGHT && + player_pos.x < cached_translation.x + LEFTEND) { + lookahead_mode = LOOKAHEAD_LEFT; + } else { + lookahead_mode = LOOKAHEAD_NONE; + } + } + } else { + changetime = -1; + } LEFTEND = SCREEN_WIDTH * config.edge_x; - RIGHTEND = SCREEN_HEIGHT * (1- config.edge_x); + RIGHTEND = SCREEN_WIDTH * (1-config.edge_x); // calculate our scroll target depending on scroll mode float target_x; - if(scrollchange == LEFT) - target_x = player->get_bbox().get_middle().x - RIGHTEND; - else if(scrollchange == RIGHT) - target_x = player->get_bbox().get_middle().x - LEFTEND; + 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; + target_x = cached_translation.x; // that's the distance we would have to travel to reach target_x - float delta_x = translation.x - target_x; + float delta_x = cached_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 = config.max_speed_x + (fabsf(player->physic.get_velocity_x() * config.dynamic_max_speed_x)); + 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); - // 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; + cached_translation.x -= speed_x * elapsed_time; } - if(config.xmode == 3) { + 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)); + cached_translation.x = clamp(cached_translation.x, + player_pos.x - SCREEN_WIDTH * (0.5f + halfsize), + player_pos.x - SCREEN_WIDTH * (0.5f - halfsize)); } - if(config.xmode == 4) { - // TODO... - } - - if(config.xmode != 0 && config.clamp_x > 0) { - translation.x = clamp(translation.x, - player_pos.x - SCREEN_WIDTH * config.clamp_x, - player_pos.x - SCREEN_WIDTH * (1-config.clamp_x)); - } - - keep_in_bounds(translation); - shake(); - -#if 0 - static const Vector camera_speed = Vector(300, 100); - - 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; - 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; + 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.x -= player_delta.x * config.dynamic_speed_sm; + if(lookahead_pos.x > RIGHTEND) { + lookahead_pos.x = RIGHTEND; + } + + } else if (player_delta.x > EPSILON) { + // walking right + lookahead_pos.x -= player_delta.x * config.dynamic_speed_sm; + if(lookahead_pos.x < LEFTEND) { + lookahead_pos.x = LEFTEND; + } + } - keep_in_bounds(translation); - shake(); -#endif -} + // adjust for level ends + if (player_pos.x < LEFTEND) { + lookahead_pos.x = LEFTEND; + } + if (player_pos.x > sector->get_width() - LEFTEND) { + lookahead_pos.x = RIGHTEND; + } -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; + cached_translation.x = player_pos.x - lookahead_pos.x; } - 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->is_dying() || sector->get_height() == 19*32) - 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->get_bbox().get_height(); - else - target_y = player->get_bbox().p2.y; + translation.x = cached_translation.x; - // 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); - // 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) { - speed_y = clamp(speed_y, -MAX_SPEED_Y, MAX_SPEED_Y); + if(xmode != 0) { + float left_edge, right_edge; + if(config.clamp_x <= 0) { + left_edge = 0; + right_edge = SCREEN_WIDTH; + } else { + left_edge = SCREEN_WIDTH*config.clamp_x; + right_edge = SCREEN_WIDTH*(1-config.clamp_x); } - // finally scroll with calculated speed - translation.y -= speed_y * elapsed_time; + float peek_to = 0; + float translation_compensation = player_pos.x - translation.x; - // make sure to always keep the player inside the middle 1/6 of the screen - translation.y = clamp(translation.y, - player->get_bbox().p1.y - SCREEN_HEIGHT*1/6, - player->get_bbox().p2.y - SCREEN_HEIGHT*5/6); - } - - /****** 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->peeking_direction_x() == ::LEFT) { + peek_to = right_edge - translation_compensation; + } else if(player->peeking_direction_x() == ::RIGHT) { + peek_to = left_edge - translation_compensation; + } + float peek_move = (peek_to - peek_pos.x) * PEEK_ARRIVE_RATIO; + if(fabs(peek_move) < 1.0) { + peek_move = 0.0; + } - // 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; + peek_pos.x += peek_move; - static const float LEFTEND = SCREEN_WIDTH*2/5; - static const float RIGHTEND = SCREEN_WIDTH*4/5; + translation.x -= peek_pos.x; - 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 + LEFTEND - 16 - && do_backscrolling) - scrollchange = LEFT; - // scroll right when in right 1/3rd of screen - else if(player->get_bbox().get_middle().x > translation.x + RIGHTEND + 16) - scrollchange = RIGHT; + if(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); - // calculate our scroll target depending on scroll mode - float target_x; - if(scrollchange == LEFT) - target_x = player->get_bbox().get_middle().x - RIGHTEND; - else if(scrollchange == RIGHT) - target_x = player->get_bbox().get_middle().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; - - // 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->peeking_direction() == ::RIGHT ){ - speed_x = -maxv; + cached_translation.x = clamp(cached_translation.x, + player_pos.x - SCREEN_WIDTH * (1-config.clamp_x), + player_pos.x - SCREEN_WIDTH * config.clamp_x); + } } - // apply scrolling - translation.x -= speed_x * elapsed_time; - - // 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); - keep_in_bounds(translation); - shake(); + keep_in_bounds(cached_translation); } void @@ -656,7 +617,6 @@ Camera::update_scroll_autoscroll(float elapsed_time) translation = autoscroll_walker->advance(elapsed_time); keep_in_bounds(translation); - shake(); } void @@ -671,3 +631,9 @@ Camera::update_scroll_to(float elapsed_time) translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos; } + +Vector +Camera::get_center() const { + return translation + Vector(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2); +} +