float clamp_x;
float clamp_y;
- float dead_zone_x;
+ float dynamic_speed_sm;
CameraConfig() :
xmode(4),
sensitive_x(-1),
clamp_x(0.1666f),
clamp_y(0.3f),
- dead_zone_x(64.0f)
+ dynamic_speed_sm(0.8f)
{
}
camconfig->get("kirby-rectsize-y", kirby_rectsize_y);
camconfig->get("edge-x", edge_x);
camconfig->get("sensitive-x", sensitive_x);
- camconfig->get("dead-zone-x", dead_zone_x);
+ camconfig->get("dynamic-speed-sm", dynamic_speed_sm);
}
};
-Camera::Camera(Sector* newsector, std::string name) :
+Camera::Camera(Sector* newsector, std::string name_) :
mode(NORMAL),
translation(),
- sector(newsector),
+ sector(newsector),
lookahead_mode(LOOKAHEAD_NONE),
changetime(),
lookahead_pos(),
scrollspeed(),
config()
{
- this->name = name;
+ this->name = name_;
config = new CameraConfig();
reload_config();
}
}
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 = Vector(player->get_bbox().get_middle().x,
+ // 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;
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) {
- cached_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
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;
+ 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 = cached_translation.y - target_y;
// 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);
+ speed_y = clamp(speed_y, -config_.max_speed_y, config_.max_speed_y);
}
// scroll with calculated speed
cached_translation.y -= speed_y * elapsed_time;
}
if(ymode == 3) {
- float halfsize = config.kirby_rectsize_y * 0.5f;
+ 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) {
- // Magic Konstant (include config multiplier?)
- float K = SCREEN_HEIGHT / (16.0f * 2 + SCREEN_HEIGHT);
+ float upperend = SCREEN_HEIGHT * config_.edge_x;
+ float lowerend = SCREEN_HEIGHT * (1 - config_.edge_x);
- lookahead_pos.y = player_pos.y + K*(lookahead_pos.y - player_pos.y);
+ if (player_delta.y < -CAMERA_EPSILON) {
+ // walking left
+ lookahead_pos.y -= player_delta.y * config_.dynamic_speed_sm;
- cached_translation.y = 2 * player_pos.y - lookahead_pos.y - (SCREEN_WIDTH / 2);
+ 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;
}
translation.y = cached_translation.y;
if(ymode != 0) {
float top_edge, bottom_edge;
- if(config.clamp_y <= 0) {
+ 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);
+ top_edge = SCREEN_HEIGHT*config_.clamp_y;
+ bottom_edge = SCREEN_HEIGHT*(1-config_.clamp_y);
}
float peek_to = 0;
translation.y -= peek_pos.y;
- if(config.clamp_y > 0) {
+ 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);
+ 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);
+ player_pos.y - SCREEN_HEIGHT * (1-config_.clamp_y),
+ player_pos.y - SCREEN_HEIGHT * config_.clamp_y);
}
}
/****** Horizontal scrolling part *******/
- int xmode = config.xmode;
+ int xmode = config_.xmode;
if(player->is_dying())
xmode = 0;
if(xmode == 1) {
- cached_translation.x = player_pos.x - SCREEN_WIDTH * config.target_x;
+ cached_translation.x = player_pos.x - SCREEN_WIDTH * config_.target_x;
}
if(xmode == 2) {
// our camera is either in leftscrolling, rightscrolling or
else walkDirection = LOOKAHEAD_RIGHT;
float LEFTEND, RIGHTEND;
- if(config.sensitive_x > 0) {
- LEFTEND = SCREEN_WIDTH * config.sensitive_x;
- RIGHTEND = SCREEN_WIDTH * (1-config.sensitive_x);
+ if(config_.sensitive_x > 0) {
+ LEFTEND = SCREEN_WIDTH * config_.sensitive_x;
+ RIGHTEND = SCREEN_WIDTH * (1-config_.sensitive_x);
} else {
LEFTEND = SCREEN_WIDTH;
RIGHTEND = 0;
* 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 > cached_translation.x + RIGHTEND) {
lookahead_mode = LOOKAHEAD_RIGHT;
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;
// 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);
// apply scrolling
cached_translation.x -= speed_x * elapsed_time;
}
if(xmode == 3) {
- float halfsize = config.kirby_rectsize_x * 0.5f;
+ 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(xmode == 4) {
- // Magic Konstant
- float K = SCREEN_WIDTH / (320.0f /* MAX_RUN_XM */ /64.0f * 2 + SCREEN_WIDTH);
+ 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;
+ }
+ }
- // Only update in dead zone
- if( fabsf(player_pos.x - lookahead_pos.x) > config.dead_zone_x )
- lookahead_pos.x = player_pos.x + K*(lookahead_pos.x - player_pos.x);
+ // 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 = 2 * player_pos.x - lookahead_pos.x - (SCREEN_WIDTH / 2);
+ cached_translation.x = player_pos.x - lookahead_pos.x;
}
translation.x = cached_translation.x;
if(xmode != 0) {
float left_edge, right_edge;
- if(config.clamp_x <= 0) {
+ 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);
+ left_edge = SCREEN_WIDTH*config_.clamp_x;
+ right_edge = SCREEN_WIDTH*(1-config_.clamp_x);
}
float peek_to = 0;
translation.x -= peek_pos.x;
- if(config.clamp_x > 0) {
+ 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);
+ 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);
+ player_pos.x - SCREEN_WIDTH * (1-config_.clamp_x),
+ player_pos.x - SCREEN_WIDTH * config_.clamp_x);
}
}