-// $Id$
-//
// SuperTux
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-#include <config.h>
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
+
+#include "object/camera.hpp"
-#include <stdexcept>
-#include <sstream>
-#include <cmath>
+#include <math.h>
+#include <physfs.h>
-#include "lisp/lisp.hpp"
-#include "lisp/writer.hpp"
-#include "lisp/list_iterator.hpp"
+#include "util/reader.hpp"
+#include "util/writer.hpp"
#include "lisp/parser.hpp"
+#include "object/path_walker.hpp"
+#include "object/player.hpp"
#include "scripting/camera.hpp"
#include "scripting/squirrel_util.hpp"
-#include "camera.hpp"
-#include "player.hpp"
-#include "tilemap.hpp"
-#include "game_session.hpp"
-#include "sector.hpp"
-#include "main.hpp"
-#include "object_factory.hpp"
-#include "log.hpp"
-#include "path.hpp"
-#include "path_walker.hpp"
+#include "supertux/globals.hpp"
+#include "supertux/sector.hpp"
+
+/* this is the fractional distance toward the peek
+ position to move each frame; lower is slower,
+ 0 is never get there, 1 is instant */
+static const float PEEK_ARRIVE_RATIO = 0.1;
class CameraConfig
{
public:
- // 0 = No, 1 = Fix, 2 = Mario/Yoshi, 3 = Kirby, 4 = inverse rubber
- int ymode;
+ // 0 = No, 1 = Fix, 2 = Mario/Yoshi, 3 = Kirby, 4 = Super Metroid-like
int xmode;
+ // as above
+ int ymode;
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;
+ float target_y;
// maximum scrolling speed in Y direction
- float max_speed_y;
float max_speed_x;
+ float max_speed_y;
// factor to dynamically increase max_speed_x based on player speed
float dynamic_max_speed_x;
float dirchange_time;
// edge_x
float edge_x;
+ // when too change from noscroll mode back to lookahead left/right mode
+ // set to <= 0 to disable noscroll mode
float sensitive_x;
- float clamp_y;
float clamp_x;
+ float clamp_y;
- 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;
- dirchange_time = 0.2f;
+ float dynamic_speed_sm;
+
+ CameraConfig() :
+ xmode(4),
+ ymode(3),
+ kirby_rectsize_x(0.2f),
+ kirby_rectsize_y(0.34f),
+ target_x(.5f),
+ target_y(.5f),
+ max_speed_x(100),
+ max_speed_y(100),
+ dynamic_max_speed_x(1.0),
+ dirchange_time(0.2f),
+ edge_x(0.4f),
+ sensitive_x(-1),
+ clamp_x(0.1666f),
+ clamp_y(0.3f),
+ dynamic_speed_sm(0.8f)
+ {
}
void load(const std::string& filename)
camconfig->get("kirby-rectsize-y", kirby_rectsize_y);
camconfig->get("edge-x", edge_x);
camconfig->get("sensitive-x", sensitive_x);
+ camconfig->get("dynamic-speed-sm", dynamic_speed_sm);
}
};
-Camera::Camera(Sector* newsector, std::string name)
- : mode(NORMAL), sector(newsector), lookahead_mode(LOOKAHEAD_NONE)
+Camera::Camera(Sector* newsector, std::string name_) :
+ mode(NORMAL),
+ translation(),
+ sector(newsector),
+ lookahead_mode(LOOKAHEAD_NONE),
+ changetime(),
+ lookahead_pos(),
+ peek_pos(),
+ cached_translation(),
+ autoscroll_path(),
+ autoscroll_walker(),
+ shaketimer(),
+ shakespeed(),
+ shakedepth_x(),
+ shakedepth_y(),
+ scroll_from(),
+ scroll_goal(),
+ scroll_to_pos(),
+ scrollspeed(),
+ config()
{
- this->name = name;
+ this->name = name_;
config = new CameraConfig();
reload_config();
}
Camera::expose(HSQUIRRELVM vm, SQInteger table_idx)
{
if(name.empty()) return;
- Scripting::Camera* interface = new Scripting::Camera(this);
- expose_object(vm, table_idx, interface, name, true);
+ scripting::Camera* _this = new scripting::Camera(this);
+ expose_object(vm, table_idx, _this, name, true);
}
void
Camera::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
{
if(name.empty()) return;
- Scripting::unexpose_object(vm, table_idx, name);
+ scripting::unexpose_object(vm, table_idx, name);
}
void
}
void
-Camera::parse(const lisp::Lisp& reader)
+Camera::parse(const Reader& reader)
{
std::string modename;
}
void
-Camera::write(lisp::Writer& writer)
-{
- writer.start_list("camera");
-
- if(mode == NORMAL) {
- writer.write_string("mode", "normal");
- } else if(mode == AUTOSCROLL) {
- writer.write_string("mode", "autoscroll");
- autoscroll_path->write(writer);
- } else if(mode == MANUAL) {
- writer.write_string("mode", "manual");
- }
-
- writer.end_list("camera");
-}
-
-void
Camera::reset(const Vector& tuxpos)
{
- translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
+ translation.x = tuxpos.x - SCREEN_WIDTH/2;
translation.y = tuxpos.y - SCREEN_HEIGHT/2;
+
shakespeed = 0;
shaketimer.stop();
keep_in_bounds(translation);
+
+ cached_translation = translation;
}
void
mode = SCROLLTO;
}
-static const float EPSILON = .00001f;
-static const float MAX_SPEED_Y = 140;
+static const float CAMERA_EPSILON = .00001f;
void
Camera::update(float elapsed_time)
void
Camera::reload_config()
{
- config->load("camera.cfg");
+ if(PHYSFS_exists("camera.cfg")) {
+ try {
+ config->load("camera.cfg");
+ log_info << "Loaded camera.cfg." << std::endl;
+ } catch(std::exception &e) {
+ log_debug << "Couldn't load camera.cfg, using defaults ("
+ << e.what() << ")" << std::endl;
+ }
+ }
}
float clamp(float val, float min, float max)
}
void
-Camera::keep_in_bounds(Vector& translation)
+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
- translation.x = clamp(translation.x, 0, width - SCREEN_WIDTH);
- translation.y = clamp(translation.y, 0, height - SCREEN_HEIGHT);
+ 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;
+ translation_.y = height/2.0 - SCREEN_HEIGHT/2.0;
if (width < SCREEN_WIDTH)
- translation.x = width/2.0 - SCREEN_WIDTH/2.0;
+ translation_.x = width/2.0 - SCREEN_WIDTH/2.0;
}
void
void
Camera::update_scroll_normal(float elapsed_time)
{
- const CameraConfig& config = *(this->config);
+ const CameraConfig& config_ = *(this->config);
Player* player = sector->player;
- const Vector& player_pos = player->get_bbox().get_middle();
+ // TODO: co-op mode needs a good camera
+ Vector player_pos(player->get_bbox().get_middle().x,
+ player->get_bbox().get_bottom());
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)
+ if(elapsed_time < CAMERA_EPSILON)
return;
/****** Vertical Scrolling part ******/
- int ymode = config.ymode;
+ 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;
+ cached_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
// position where he last touched the ground. (this probably needs
// exceptions for trampolines and similar things in the future)
float target_y;
-#if 0
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;
-#endif
- target_y = player->last_ground_y;
-
- target_y -= SCREEN_HEIGHT * config.target_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;
+ float delta_y = cached_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);
+ && 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;
+ cached_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));
+ float halfsize = config_.kirby_rectsize_y * 0.5f;
+ cached_translation.y = clamp(cached_translation.y,
+ player_pos.y - SCREEN_HEIGHT * (0.5f + halfsize),
+ player_pos.y - SCREEN_HEIGHT * (0.5f - halfsize));
}
if(ymode == 4) {
- // TODO...
+ float upperend = SCREEN_HEIGHT * config_.edge_x;
+ float lowerend = SCREEN_HEIGHT * (1 - config_.edge_x);
+
+ if (player_delta.y < -CAMERA_EPSILON) {
+ // walking left
+ lookahead_pos.y -= player_delta.y * config_.dynamic_speed_sm;
+
+ if(lookahead_pos.y > lowerend) {
+ lookahead_pos.y = lowerend;
+ }
+ } else if (player_delta.y > CAMERA_EPSILON) {
+ // walking right
+ lookahead_pos.y -= player_delta.y * config_.dynamic_speed_sm;
+ if(lookahead_pos.y < upperend) {
+ lookahead_pos.y = upperend;
+ }
+ }
+
+ // adjust for level ends
+ if (player_pos.y < upperend) {
+ lookahead_pos.y = upperend;
+ }
+ if (player_pos.y > sector->get_width() - upperend) {
+ lookahead_pos.y = lowerend;
+ }
+
+ cached_translation.y = player_pos.y - lookahead_pos.y;
}
- if(ymode != 0 && config.clamp_y > 0) {
- translation.y = clamp(translation.y,
- player_pos.y - SCREEN_HEIGHT * (1-config.clamp_y),
- player_pos.y - SCREEN_HEIGHT * config.clamp_y);
+ translation.y = cached_translation.y;
+
+ if(ymode != 0) {
+ float top_edge, bottom_edge;
+ if(config_.clamp_y <= 0) {
+ top_edge = 0;
+ bottom_edge = SCREEN_HEIGHT;
+ } else {
+ top_edge = SCREEN_HEIGHT*config_.clamp_y;
+ bottom_edge = SCREEN_HEIGHT*(1-config_.clamp_y);
+ }
+
+ float peek_to = 0;
+ float translation_compensation = player_pos.y - translation.y;
+
+ if(player->peeking_direction_y() == ::UP) {
+ peek_to = bottom_edge - translation_compensation;
+ } else if(player->peeking_direction_y() == ::DOWN) {
+ peek_to = top_edge - translation_compensation;
+ }
+
+ float peek_move = (peek_to - peek_pos.y) * PEEK_ARRIVE_RATIO;
+ if(fabs(peek_move) < 1.0) {
+ peek_move = 0.0;
+ }
+
+ peek_pos.y += peek_move;
+
+ translation.y -= peek_pos.y;
+
+ if(config_.clamp_y > 0) {
+ translation.y = clamp(translation.y,
+ player_pos.y - SCREEN_HEIGHT * (1-config_.clamp_y),
+ player_pos.y - SCREEN_HEIGHT * config_.clamp_y);
+ cached_translation.y = clamp(cached_translation.y,
+ player_pos.y - SCREEN_HEIGHT * (1-config_.clamp_y),
+ player_pos.y - SCREEN_HEIGHT * config_.clamp_y);
+ }
}
/****** Horizontal scrolling part *******/
+ int xmode = config_.xmode;
- if(config.xmode == 1) {
- translation.x = player_pos.x - SCREEN_WIDTH * config.target_x;
+ if(player->is_dying())
+ xmode = 0;
+
+ if(xmode == 1) {
+ cached_translation.x = player_pos.x - SCREEN_WIDTH * config_.target_x;
}
- if(config.xmode == 2) {
+ if(xmode == 2) {
// our camera is either in leftscrolling, rightscrolling or
// nonscrollingmode.
//
// 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;
+ if (player_delta.x < -CAMERA_EPSILON) walkDirection = LOOKAHEAD_LEFT;
+ else if (player_delta.x > CAMERA_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);
+ float LEFTEND, RIGHTEND;
+ if(config_.sensitive_x > 0) {
+ LEFTEND = SCREEN_WIDTH * config_.sensitive_x;
+ RIGHTEND = SCREEN_WIDTH * (1-config_.sensitive_x);
+ } else {
+ LEFTEND = SCREEN_WIDTH;
+ RIGHTEND = 0;
+ }
- /* 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) {
+ /* if we're undecided then look if we crossed the left or right
+ * "sensitive" area */
+ if(player_pos.x < cached_translation.x + LEFTEND) {
lookahead_mode = LOOKAHEAD_LEFT;
- } else if(player_pos.x > translation.x + RIGHTEND) {
+ } else if(player_pos.x > cached_translation.x + RIGHTEND) {
+ lookahead_mode = LOOKAHEAD_RIGHT;
+ }
+ /* at the ends of a level it's obvious which way we will go */
+ if(player_pos.x < SCREEN_WIDTH*0.5) {
lookahead_mode = LOOKAHEAD_RIGHT;
+ } else if(player_pos.x >= sector->get_width() - SCREEN_WIDTH*0.5) {
+ lookahead_mode = LOOKAHEAD_LEFT;
}
+
changetime = -1;
} else if(lookahead_mode != walkDirection) {
/* player changed direction while camera was scrolling...
* sudden changes */
if(changetime < 0) {
changetime = game_time;
- } else if(game_time - changetime > config.dirchange_time) {
+ } else if(game_time - changetime > config_.dirchange_time) {
if(lookahead_mode == LOOKAHEAD_LEFT &&
- player_pos.x > translation.x + RIGHTEND) {
+ player_pos.x > cached_translation.x + RIGHTEND) {
lookahead_mode = LOOKAHEAD_RIGHT;
} else if(lookahead_mode == LOOKAHEAD_RIGHT &&
- player_pos.x < translation.x + LEFTEND) {
+ player_pos.x < cached_translation.x + LEFTEND) {
lookahead_mode = LOOKAHEAD_LEFT;
} else {
lookahead_mode = LOOKAHEAD_NONE;
changetime = -1;
}
- LEFTEND = SCREEN_WIDTH * config.edge_x;
- RIGHTEND = SCREEN_WIDTH * (1-config.edge_x);
+ LEFTEND = SCREEN_WIDTH * config_.edge_x;
+ RIGHTEND = SCREEN_WIDTH * (1-config_.edge_x);
// calculate our scroll target depending on scroll mode
float target_x;
else if(lookahead_mode == LOOKAHEAD_RIGHT)
target_x = player_pos.x - LEFTEND;
else
- target_x = translation.x;
+ target_x = cached_translation.x;
// that's the distance we would have to travel to reach target_x
- float delta_x = translation.x - target_x;
+ float delta_x = cached_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 player_speed_x = player_delta.x / elapsed_time;
- float maxv = config.max_speed_x + (fabsf(player_speed_x * config.dynamic_max_speed_x));
+ 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.
- 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;
+ cached_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(xmode == 3) {
+ float halfsize = config_.kirby_rectsize_x * 0.5f;
+ cached_translation.x = clamp(cached_translation.x,
+ player_pos.x - SCREEN_WIDTH * (0.5f + halfsize),
+ player_pos.x - SCREEN_WIDTH * (0.5f - halfsize));
}
- if(config.xmode == 4) {
- // TODO...
+ if(xmode == 4) {
+ float LEFTEND = SCREEN_WIDTH * config_.edge_x;
+ float RIGHTEND = SCREEN_WIDTH * (1 - config_.edge_x);
+
+ if (player_delta.x < -CAMERA_EPSILON) {
+ // walking left
+ lookahead_pos.x -= player_delta.x * config_.dynamic_speed_sm;
+ if(lookahead_pos.x > RIGHTEND) {
+ lookahead_pos.x = RIGHTEND;
+ }
+
+ } else if (player_delta.x > CAMERA_EPSILON) {
+ // walking right
+ lookahead_pos.x -= player_delta.x * config_.dynamic_speed_sm;
+ if(lookahead_pos.x < LEFTEND) {
+ lookahead_pos.x = LEFTEND;
+ }
+ }
+
+ // adjust for level ends
+ if (player_pos.x < LEFTEND) {
+ lookahead_pos.x = LEFTEND;
+ }
+ if (player_pos.x > sector->get_width() - LEFTEND) {
+ lookahead_pos.x = RIGHTEND;
+ }
+
+ cached_translation.x = player_pos.x - lookahead_pos.x;
}
- if(config.xmode != 0 && config.clamp_x > 0) {
- translation.x = clamp(translation.x,
- player_pos.x - SCREEN_WIDTH * (1-config.clamp_x),
- player_pos.x - SCREEN_WIDTH * config.clamp_x);
+ translation.x = cached_translation.x;
+
+ if(xmode != 0) {
+ float left_edge, right_edge;
+ if(config_.clamp_x <= 0) {
+ left_edge = 0;
+ right_edge = SCREEN_WIDTH;
+ } else {
+ left_edge = SCREEN_WIDTH*config_.clamp_x;
+ right_edge = SCREEN_WIDTH*(1-config_.clamp_x);
+ }
+
+ float peek_to = 0;
+ float translation_compensation = player_pos.x - translation.x;
+
+ if(player->peeking_direction_x() == ::LEFT) {
+ peek_to = right_edge - translation_compensation;
+ } else if(player->peeking_direction_x() == ::RIGHT) {
+ peek_to = left_edge - translation_compensation;
+ }
+
+ float peek_move = (peek_to - peek_pos.x) * PEEK_ARRIVE_RATIO;
+ if(fabs(peek_move) < 1.0) {
+ peek_move = 0.0;
+ }
+
+ peek_pos.x += peek_move;
+
+ translation.x -= peek_pos.x;
+
+ if(config_.clamp_x > 0) {
+ translation.x = clamp(translation.x,
+ player_pos.x - SCREEN_WIDTH * (1-config_.clamp_x),
+ player_pos.x - SCREEN_WIDTH * config_.clamp_x);
+
+ cached_translation.x = clamp(cached_translation.x,
+ player_pos.x - SCREEN_WIDTH * (1-config_.clamp_x),
+ player_pos.x - SCREEN_WIDTH * config_.clamp_x);
+ }
}
keep_in_bounds(translation);
+ keep_in_bounds(cached_translation);
}
void
translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;
}
+
+Vector
+Camera::get_center() const {
+ return translation + Vector(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2);
+}
+
+/* EOF */