X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fobject%2Fcamera.cpp;h=7cea284bc25538a76a9e93feb644e962ed954c10;hb=353cf7029337c97b03d0623af51ea8ea7e63f7d2;hp=bd1ecde3d55e7e9bc3491d1550456e370cece23b;hpb=3d652d0090a20b5948f5e4ac3d2fed60b017ed94;p=supertux.git diff --git a/src/object/camera.cpp b/src/object/camera.cpp index bd1ecde3d..7cea284bc 100644 --- a/src/object/camera.cpp +++ b/src/object/camera.cpp @@ -39,11 +39,17 @@ #include "path.hpp" #include "path_walker.hpp" +/* 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; @@ -68,21 +74,24 @@ public: 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; + 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) @@ -107,6 +116,7 @@ public: 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); } }; @@ -196,11 +206,14 @@ Camera::write(lisp::Writer& writer) void Camera::reset(const Vector& tuxpos) { - 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 @@ -249,7 +262,12 @@ Camera::update(float elapsed_time) 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) @@ -292,7 +310,8 @@ 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; @@ -302,14 +321,17 @@ Camera::update_scroll_normal(float elapsed_time) 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 @@ -317,18 +339,14 @@ Camera::update_scroll_normal(float elapsed_time) // position where he last touched the ground. (this probably needs // exceptions for trampolines and similar things in the future) float target_y; -#if 0 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; -#endif - target_y = player->last_ground_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; + 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; @@ -339,30 +357,90 @@ Camera::update_scroll_normal(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, + 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 * (1-config.clamp_y), - player_pos.y - SCREEN_HEIGHT * 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. // @@ -389,9 +467,9 @@ Camera::update_scroll_normal(float elapsed_time) 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) { + if(player_pos.x < cached_translation.x + LEFTEND) { lookahead_mode = LOOKAHEAD_LEFT; - } else if(player_pos.x > translation.x + RIGHTEND) { + } 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 */ @@ -410,10 +488,10 @@ Camera::update_scroll_normal(float elapsed_time) changetime = game_time; } else if(game_time - changetime > config.dirchange_time) { if(lookahead_mode == LOOKAHEAD_LEFT && - player_pos.x > translation.x + RIGHTEND) { + player_pos.x > cached_translation.x + RIGHTEND) { lookahead_mode = LOOKAHEAD_RIGHT; } else if(lookahead_mode == LOOKAHEAD_RIGHT && - player_pos.x < translation.x + LEFTEND) { + player_pos.x < cached_translation.x + LEFTEND) { lookahead_mode = LOOKAHEAD_LEFT; } else { lookahead_mode = LOOKAHEAD_NONE; @@ -433,10 +511,10 @@ Camera::update_scroll_normal(float elapsed_time) 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; @@ -445,34 +523,88 @@ Camera::update_scroll_normal(float 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, + 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(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; + } + } + + // 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; + } + + cached_translation.x = player_pos.x - lookahead_pos.x; } - if(config.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); + translation.x = cached_translation.x; + + 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); + } + + float peek_to = 0; + float translation_compensation = player_pos.x - translation.x; + + 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; + } + + peek_pos.x += peek_move; + + translation.x -= peek_pos.x; + + 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); + + cached_translation.x = clamp(cached_translation.x, + player_pos.x - SCREEN_WIDTH * (1-config.clamp_x), + player_pos.x - SCREEN_WIDTH * config.clamp_x); + } } keep_in_bounds(translation); + keep_in_bounds(cached_translation); } void @@ -499,3 +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); +} +