#include "path.hpp"
#include "path_walker.hpp"
+namespace {
+ enum CameraStyle { CameraStyleYI, CameraStyleKD };
+ const CameraStyle cameraStyle = CameraStyleKD;
+}
+
Camera::Camera(Sector* newsector, std::string name)
: mode(NORMAL), sector(newsector), do_backscrolling(true),
scrollchange(NONE)
}
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;
mode = SCROLLTO;
}
-static const float EPSILON = .00001;
+static const float EPSILON = .00001f;
static const float max_speed_y = 140;
void
translation.y = height - SCREEN_HEIGHT;
if(translation.y < 0)
translation.y = 0;
+ if (height < SCREEN_HEIGHT)
+ translation.y = height/2.0 - SCREEN_HEIGHT/2.0;
if(translation.x > width - SCREEN_WIDTH)
translation.x = width - SCREEN_WIDTH;
if(translation.x < 0)
translation.x = 0;
+ if (width < SCREEN_WIDTH)
+ translation.x = width/2.0 - SCREEN_WIDTH/2.0;
}
void
}
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 != 0);
+ 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 = std::min(player->get_bbox().p1.y - SCREEN_HEIGHT * (0.5f - 0.17f), translation.y);
+ translation.y = std::max(player->get_bbox().p2.y - SCREEN_HEIGHT * (0.5f + 0.17f), translation.y);
+ }
+
+ // keep player within a small box, centered on the screen (horizontal part)
+ translation.x = std::min(player->get_bbox().p1.x - SCREEN_WIDTH * (0.5f - 0.1f), translation.x);
+ translation.x = std::max(player->get_bbox().p2.x - SCREEN_WIDTH * (0.5f + 0.1f), translation.x);
+
+ // 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(float elapsed_time)
{
+ if (cameraStyle == CameraStyleKD) {
+ update_scroll_normal_kd(elapsed_time);
+ return;
+ }
+
assert(sector != 0);
Player* player = sector->player;
// 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)
- if((player->dir == ::LEFT && scrollchange == RIGHT)
- || (player->dir == ::RIGHT && scrollchange == LEFT))
+
+
+ // 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;
+
+
+ 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 + SCREEN_WIDTH/3 - 16