#include "worldmap/tux.hpp"
#include "worldmap/sprite_change.hpp"
+static const float CAMERA_PAN_SPEED = 5.0;
+
namespace WorldMapNS {
enum WorldMapMenuIDs {
WorldMap::WorldMap(const std::string& filename, const std::string& force_spawnpoint)
: tux(0), tileset(NULL), free_tileset(false),
ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ), force_spawnpoint(force_spawnpoint),
- in_level(false)
+ in_level(false), panning(false)
{
tux = new Tux(this);
add_object(tux);
}
void
-WorldMap::move_to_spawnpoint(const std::string& spawnpoint)
+WorldMap::move_to_spawnpoint(const std::string& spawnpoint, bool pan)
{
for(SpawnPoints::iterator i = spawn_points.begin(); i != spawn_points.end(); ++i) {
SpawnPoint* sp = *i;
Vector p = sp->pos;
tux->set_tile_pos(p);
tux->set_direction(sp->auto_dir);
+ if(pan) {
+ panning = true;
+ pan_pos = get_camera_pos_for_tux();
+ clamp_camera_position(pan_pos);
+ }
return;
}
}
}
}
+Vector
+WorldMap::get_camera_pos_for_tux() {
+ Vector camera_offset;
+ Vector tux_pos = tux->get_pos();
+ camera_offset.x = tux_pos.x - SCREEN_WIDTH/2;
+ camera_offset.y = tux_pos.y - SCREEN_HEIGHT/2;
+ return camera_offset;
+}
+
+void
+WorldMap::clamp_camera_position(Vector& c) {
+ if (c.x < 0)
+ c.x = 0;
+ if (c.y < 0)
+ c.y = 0;
+
+ if (c.x > (int)get_width()*32 - SCREEN_WIDTH)
+ c.x = (int)get_width()*32 - SCREEN_WIDTH;
+ if (c.y > (int)get_height()*32 - SCREEN_HEIGHT)
+ c.y = (int)get_height()*32 - SCREEN_HEIGHT;
+
+ if (int(get_width()*32) < SCREEN_WIDTH)
+ c.x = get_width()*16.0 - SCREEN_WIDTH/2.0;
+ if (int(get_height()*32) < SCREEN_HEIGHT)
+ c.y = get_height()*16.0 - SCREEN_HEIGHT/2.0;
+}
+
void
WorldMap::update(float delta)
{
// update GameObjects
for(size_t i = 0; i < game_objects.size(); ++i) {
GameObject* object = game_objects[i];
- object->update(delta);
+ if(!panning || object != tux) {
+ object->update(delta);
+ }
}
// remove old GameObjects
if (tm->is_solid()) solid_tilemaps.push_back(tm);
}
- // position "camera"
- Vector tux_pos = tux->get_pos();
- camera_offset.x = tux_pos.x - SCREEN_WIDTH/2;
- camera_offset.y = tux_pos.y - SCREEN_HEIGHT/2;
+ Vector requested_pos;
- if (camera_offset.x < 0)
- camera_offset.x = 0;
- if (camera_offset.y < 0)
- camera_offset.y = 0;
+ // position "camera"
+ if(!panning) {
+ camera_offset = get_camera_pos_for_tux();
+ } else {
+ Vector delta = pan_pos - camera_offset;
+ float mag = delta.norm();
+ if(mag > CAMERA_PAN_SPEED) {
+ delta *= CAMERA_PAN_SPEED/mag;
+ }
+ camera_offset += delta;
+ if(camera_offset == pan_pos) {
+ panning = false;
+ }
+ }
- if (camera_offset.x > (int)get_width()*32 - SCREEN_WIDTH)
- camera_offset.x = (int)get_width()*32 - SCREEN_WIDTH;
- if (camera_offset.y > (int)get_height()*32 - SCREEN_HEIGHT)
- camera_offset.y = (int)get_height()*32 - SCREEN_HEIGHT;
+ requested_pos = camera_offset;
+ clamp_camera_position(camera_offset);
- if (int(get_width()*32) < SCREEN_WIDTH)
- camera_offset.x = get_width()*16.0 - SCREEN_WIDTH/2.0;
- if (int(get_height()*32) < SCREEN_HEIGHT)
- camera_offset.y = get_height()*16.0 - SCREEN_HEIGHT/2.0;
+ if(panning) {
+ if(requested_pos.x != camera_offset.x) {
+ pan_pos.x = camera_offset.x;
+ }
+ if(requested_pos.y != camera_offset.y) {
+ pan_pos.y = camera_offset.y;
+ }
+ }
// handle input
bool enter_level = false;
// TODO: an animation, camera scrolling or a fading would be a nice touch
sound_manager->play("sounds/warp.wav");
tux->back_direction = D_NONE;
- move_to_spawnpoint(teleporter->spawnpoint);
+ move_to_spawnpoint(teleporter->spawnpoint, true);
}
}
for(GameObjects::iterator i = game_objects.begin();
i != game_objects.end(); ++i) {
GameObject* object = *i;
- object->draw(context);
+ if(!panning || object != tux) {
+ object->draw(context);
+ }
}
/*