#include "path.hpp"
#include "path_walker.hpp"
-namespace {
- enum CameraStyle { CameraStyleYI, CameraStyleKD, CameraStyleEXP };
- const CameraStyle cameraStyle = CameraStyleEXP;
-}
-
class CameraConfig
{
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;
float sensitive_x;
kirby_rectsize_y = 0.34f;
edge_x = 1.f/3.f;
sensitive_x = 1.f/4.f;
- dynamic_max_speed_x = 1.0;
+ dynamic_max_speed_x = 1.0;
+ dirchange_time = 0.2f;
}
void load(const std::string& filename)
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);
};
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();
}
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;
default:
break;
}
+ shake();
}
void
}
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();
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)
// 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;
+ // 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 = 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;
+ /* if we're undecided then look if we crossed the left or right "sensitive"
+ * area */
+ if(lookahead_mode == LOOKAHEAD_NONE) {
+ if(player_pos.x < translation.x + LEFTEND) {
+ lookahead_mode = LOOKAHEAD_LEFT;
+ } else if(player_pos.x > translation.x + RIGHTEND) {
+ lookahead_mode = LOOKAHEAD_RIGHT;
+ }
+ 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 {
+ printf("abortscroll\n");
+ lookahead_mode = LOOKAHEAD_NONE;
+ }
+ }
+ } else {
+ changetime = -1;
+ }
LEFTEND = SCREEN_WIDTH * config.edge_x;
- RIGHTEND = SCREEN_HEIGHT * (1- config.edge_x);
+ RIGHTEND = SCREEN_HEIGHT * (1-config.edge_x);
// calculate our scroll target depending on scroll mode
float target_x;
- if(scrollchange == LEFT)
+ if(lookahead_mode == LOOKAHEAD_LEFT)
target_x = player->get_bbox().get_middle().x - RIGHTEND;
- else if(scrollchange == RIGHT)
+ else if(lookahead_mode == LOOKAHEAD_RIGHT)
target_x = player->get_bbox().get_middle().x - LEFTEND;
else
target_x = translation.x;
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.
}
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;
-
- keep_in_bounds(translation);
- shake();
-#endif
-}
-
-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;
-
- 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;
-
- // 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);
- }
-
- // finally scroll with calculated speed
- translation.y -= speed_y * elapsed_time;
-
- // 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)
-
-
- // 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;
-
- static const float LEFTEND = SCREEN_WIDTH*2/5;
- static const float RIGHTEND = SCREEN_WIDTH*4/5;
-
- 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;
-
- // 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;
- }
-
- // 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();
}
void
translation = autoscroll_walker->advance(elapsed_time);
keep_in_bounds(translation);
- shake();
}
void