msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: \n"
-"POT-Creation-Date: 2007-01-20 17:05+0100\n"
+"POT-Creation-Date: 2007-01-21 15:32+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Content-Type: text/plain; charset=CHARSET\n"
"Content-Transfer-Encoding: 8bit\n"
-#: src/options_menu.cpp:49 src/game_session.cpp:104 src/title.cpp:275
+#: src/options_menu.cpp:49 src/game_session.cpp:104 src/title.cpp:276
#: src/worldmap/worldmap.cpp:152
msgid "Options"
msgstr ""
msgid "Time"
msgstr ""
-#: src/title.cpp:82 src/title.cpp:273
+#: src/title.cpp:82 src/title.cpp:274
msgid "Start Game"
msgstr ""
-#: src/title.cpp:117 src/title.cpp:274
+#: src/title.cpp:117 src/title.cpp:275
msgid "Contrib Levels"
msgstr ""
-#: src/title.cpp:276
+#: src/title.cpp:277
msgid "Credits"
msgstr ""
-#: src/title.cpp:277
+#: src/title.cpp:278
msgid "Quit"
msgstr ""
-#: src/title.cpp:316
+#: src/title.cpp:317
msgid ""
"Copyright (c) 2006 SuperTux Devel Team\n"
"This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you "
"redistribute it under certain conditions; see the file COPYING for details.\n"
msgstr ""
-#: src/title.cpp:418 src/title.cpp:423
+#: src/title.cpp:419 src/title.cpp:424
msgid "Slot"
msgstr ""
-#: src/title.cpp:418
+#: src/title.cpp:419
msgid "Free"
msgstr ""
#include "path.hpp"
#include "path_walker.hpp"
+namespace {
+ enum CameraStyle { CameraStyleYI, CameraStyleKD };
+ const CameraStyle cameraStyle = CameraStyleKD;
+}
+
Camera::Camera(Sector* newsector, std::string name)
: mode(NORMAL), sector(newsector), do_backscrolling(true),
scrollchange(NONE)
}
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;
}
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();
+}
+
+void
Camera::update_scroll_normal(float elapsed_time)
{
+ if (cameraStyle == CameraStyleKD) {
+ update_scroll_normal_kd(elapsed_time);
+ return;
+ }
+
assert(sector != 0);
Player* player = sector->player;
/// reset camera postion
virtual void reset(const Vector& tuxpos);
+ virtual void reset_kd(const Vector& tuxpos);
/** return camera position */
const Vector& get_translation() const;
private:
void update_scroll_normal(float elapsed_time);
+ void update_scroll_normal_kd(float elapsed_time);
void update_scroll_autoscroll(float elapsed_time);
void update_scroll_to(float elapsed_time);
void keep_in_bounds(Vector& vector);