From: Matthias Braun Date: Sat, 3 Mar 2007 19:08:32 +0000 (+0000) Subject: this should improve the YI mode, I plan more modifications though X-Git-Url: https://git.verplant.org/?a=commitdiff_plain;h=4653967c2e0451fa8b73232fe2ce78057efcf63d;p=supertux.git this should improve the YI mode, I plan more modifications though SVN-Revision: 4915 --- diff --git a/data/camera.cfg b/data/camera.cfg index a8d9a70b3..d2ae51daa 100644 --- a/data/camera.cfg +++ b/data/camera.cfg @@ -18,7 +18,7 @@ (target-y 0.5) ; Speed is limited to these for the Yoshi cam - (max-speed-x 50) + (max-speed-x 150) (max-speed-y 140) ; Used in YI camera to adjust to max_speed relatively to player speed @@ -34,7 +34,10 @@ ; Keep tux here when he runs in YI mode (edge-x 0.3) ; If YI camera is in no-scrollmode it will go to scrollmode again if tux - ; reaches this part of the screen - (sensitive-x 0.4) + ; reaches this part of the screen, make sure this value is bigger than edge-x + ; to avoid sudden camera stops + (sensitive-x 0.35) + + (dirchange-time 0.2) ) diff --git a/src/object/camera.cpp b/src/object/camera.cpp index 25a2d921e..0232d1fef 100644 --- a/src/object/camera.cpp +++ b/src/object/camera.cpp @@ -39,11 +39,6 @@ #include "path.hpp" #include "path_walker.hpp" -namespace { - enum CameraStyle { CameraStyleYI, CameraStyleKD, CameraStyleEXP }; - const CameraStyle cameraStyle = CameraStyleEXP; -} - class CameraConfig { public: @@ -60,6 +55,10 @@ 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; @@ -80,7 +79,8 @@ public: 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) @@ -97,7 +97,8 @@ public: 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); @@ -108,7 +109,7 @@ public: }; 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(); @@ -191,25 +192,8 @@ Camera::write(lisp::Writer& writer) } 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; @@ -257,6 +241,7 @@ Camera::update(float elapsed_time) default: break; } + shake(); } void @@ -301,55 +286,14 @@ Camera::shake() } 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) @@ -420,34 +364,55 @@ Camera::update_scroll_normal_exp(float elapsed_time) // 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; @@ -458,7 +423,8 @@ Camera::update_scroll_normal_exp(float elapsed_time) 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. @@ -489,161 +455,6 @@ Camera::update_scroll_normal_exp(float elapsed_time) } 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 @@ -656,7 +467,6 @@ Camera::update_scroll_autoscroll(float elapsed_time) translation = autoscroll_walker->advance(elapsed_time); keep_in_bounds(translation); - shake(); } void diff --git a/src/object/camera.hpp b/src/object/camera.hpp index 0f4d043d5..8a897a572 100644 --- a/src/object/camera.hpp +++ b/src/object/camera.hpp @@ -51,8 +51,7 @@ public: virtual void write(lisp::Writer& writer); /// reset camera postion - virtual void reset(const Vector& tuxpos); - virtual void reset_kd(const Vector& tuxpos); + void reset(const Vector& tuxpos); /** return camera position */ const Vector& get_translation() const; @@ -89,16 +88,17 @@ public: private: void update_scroll_normal(float elapsed_time); - void update_scroll_normal_kd(float elapsed_time); - void update_scroll_normal_exp(float elapsed_time); void update_scroll_autoscroll(float elapsed_time); void update_scroll_to(float elapsed_time); void keep_in_bounds(Vector& vector); void shake(); - enum LeftRightScrollChange - { - NONE, LEFT, RIGHT + /** + * The camera basically provides lookeahead on the left or right side + * or is undecided. + */ + enum LookaheadMode { + LOOKAHEAD_NONE, LOOKAHEAD_LEFT, LOOKAHEAD_RIGHT }; Vector translation; @@ -106,8 +106,8 @@ private: Sector* sector; // normal mode - bool do_backscrolling; - LeftRightScrollChange scrollchange; + LookaheadMode lookahead_mode; + float changetime; // autoscroll mode std::auto_ptr autoscroll_path;