/* This functions takes cares of the scrolling */
void World::scrolling(double frame_ratio)
{
+
+ /* Auto scrolling */
if(level->hor_autoscroll_speed)
- {
+ {
scroll_x += level->hor_autoscroll_speed * frame_ratio;
return;
- }
+ }
+
+ /* Horizontal backscrolling */
float tux_pos_x = tux.base.x + (tux.base.width/2);
- if (level->back_scrolling || debug_mode)
- {
- if(tux.old_dir != tux.dir && level->back_scrolling)
- scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
+ if(tux.old_dir != tux.dir && level->back_scrolling)
+ scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
- if(scrolling_timer.check())
+ if(scrolling_timer.check())
+ {
+ float final_scroll_x;
+ if (tux.physic.get_velocity_x() > 0)
+ final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.physic.get_velocity_x() < 0)
+ final_scroll_x = tux_pos_x - X_SPACE;
+ else
{
- float final_scroll_x;
- if (tux.physic.get_velocity_x() > 0)
+ if (tux.dir == RIGHT)
final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (tux.physic.get_velocity_x() < 0)
+ else if (tux.dir == LEFT && level->back_scrolling)
final_scroll_x = tux_pos_x - X_SPACE;
- else
- {
- if (tux.dir == RIGHT)
- final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (tux.dir == LEFT && level->back_scrolling)
- final_scroll_x = tux_pos_x - X_SPACE;
- }
-
- scroll_x += (final_scroll_x - scroll_x)
- / (frame_ratio * (CHANGE_DIR_SCROLL_SPEED / 100))
- + (tux.physic.get_velocity_x() * frame_ratio + tux.physic.get_acceleration_x() * frame_ratio * frame_ratio);
- // std::cerr << tux_pos_x << " " << final_scroll_x << " " << scroll_x << std::endl;
-
}
- else
- {
- if (tux.physic.get_velocity_x() > 0 && scroll_x < tux_pos_x - (screen->w - X_SPACE))
- scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (tux.physic.get_velocity_x() < 0 && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
- scroll_x = tux_pos_x - X_SPACE;
- else
- {
- if (tux.dir == RIGHT && scroll_x < tux_pos_x - (screen->w - X_SPACE))
- scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (tux.dir == LEFT && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
- scroll_x = tux_pos_x - X_SPACE;
- }
- }
- }
- else /*no debug*/
+ scroll_x += (final_scroll_x - scroll_x)
+ / (frame_ratio * (CHANGE_DIR_SCROLL_SPEED / 100))
+ + (tux.physic.get_velocity_x() * frame_ratio + tux.physic.get_acceleration_x() * frame_ratio * frame_ratio);
+ // std::cerr << tux_pos_x << " " << final_scroll_x << " " << scroll_x << std::endl;
+
+ }
+ else
{
if (tux.physic.get_velocity_x() > 0 && scroll_x < tux_pos_x - (screen->w - X_SPACE))
scroll_x = tux_pos_x - (screen->w - X_SPACE);
else if (tux.dir == LEFT && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
scroll_x = tux_pos_x - X_SPACE;
}
-
}
// this code prevent the screen to scroll before the start or after the level's end