#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"
namespace {
enum CameraStyle { CameraStyleYI, CameraStyleKD, CameraStyleEXP };
- const CameraStyle cameraStyle = CameraStyleYI;
+ const CameraStyle cameraStyle = CameraStyleEXP;
}
+class CameraConfig
+{
+public:
+ // 0 = No, 1 = Fix, 2 = Mario/Yoshi, 3 = Kirby, 4 = inverse rubber
+ int ymode;
+ 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;
+ // edge_x
+ float edge_x;
+ float sensitive_x;
+
+ float clamp_y;
+ float clamp_x;
+
+ 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;
+ }
+
+ 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("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);
+ }
+};
+
Camera::Camera(Sector* newsector, std::string name)
- : mode(NORMAL), sector(newsector), do_backscrolling(true),
- scrollchange(NONE)
+ : mode(NORMAL), sector(newsector), scrollchange(NONE)
{
this->name = name;
+ config = new CameraConfig();
+ reload_config();
}
Camera::~Camera()
{
+ delete config;
}
void
Scripting::unexpose_object(vm, table_idx, name);
}
+void
+Camera::draw(DrawingContext& )
+{
+}
+
const Vector&
Camera::get_translation() const
{
reader.get("mode", modename);
if(modename == "normal") {
mode = NORMAL;
-
- do_backscrolling = true;
- reader.get("backscrolling", do_backscrolling);
} else if(modename == "autoscroll") {
mode = AUTOSCROLL;
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);
}
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)
}
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
Camera::keep_in_bounds(Vector& translation)
{
float width = sector->get_width();
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;
}
Camera::update_scroll_normal_kd(float elapsed_time)
{
// make sure some time has actually passed
- if(elapsed_time < EPSILON) return;
+ if(elapsed_time < EPSILON)
+ return;
// make sure we have an active player
- assert(sector != 0);
+ 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;
+ 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 (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);
+ 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 = 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);
+ 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);
shake();
}
-template<typename T>
-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)
{
+ 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;
+
+ // check that we don't have division by zero later
+ if(elapsed_time < EPSILON)
+ return;
+
+ /****** Vertical Scrolling part ******/
+ int ymode = config.ymode;
+
+ if(player->is_dying() || sector->get_height() == 19*32) {
+ ymode = 0;
+ }
+
+ 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
+ // 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;
+ 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;
+ // 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, -config.max_speed_y, config.max_speed_y);
+ }
+
+ // 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...
+ }
+
+ 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));
+ }
+
+ /****** Horizontal scrolling part *******/
+
+ if(config.xmode == 1) {
+ translation.x = player_pos.x - SCREEN_WIDTH * config.target_x;
+ }
+ if(config.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 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;
+
+ LEFTEND = SCREEN_WIDTH * config.edge_x;
+ RIGHTEND = SCREEN_HEIGHT * (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;
+ 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 = config.max_speed_x + (fabsf(player->physic.get_velocity_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;
+ }
+ if(config.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(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;
keep_in_bounds(translation);
shake();
+#endif
}
void
// 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, -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 = 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);
+ 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 *******/
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 + SCREEN_WIDTH/3 - 16
+ 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 + SCREEN_WIDTH/3*2+16)
+ 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 - SCREEN_WIDTH/3*2;
+ target_x = player->get_bbox().get_middle().x - RIGHTEND;
else if(scrollchange == RIGHT)
- target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
+ target_x = player->get_bbox().get_middle().x - LEFTEND;
else
target_x = translation.x;