get_level()->load_song();
apply_bonuses();
+
+ scrolling_timer.init(true);
}
World::World(const std::string& subset, int level_nr)
get_level()->load_song();
apply_bonuses();
+
+ scrolling_timer.init(true);
}
void
/* Draw the real background */
if(get_level()->bkgd_image[0] != '\0')
{
- int s = ((int)scroll_x / 2)%640;
+ int s = (int)((float)scroll_x * ((float)level->bkgd_speed/60.)) % screen->w;
level->img_bkgd->draw_part(s, 0,0,0,level->img_bkgd->w - s, level->img_bkgd->h);
level->img_bkgd->draw_part(0, 0,screen->w - s ,0,s,level->img_bkgd->h);
}
World::action(double frame_ratio)
{
tux.action(frame_ratio);
+ scrolling(frame_ratio);
/* Handle bouncy distros: */
for (unsigned int i = 0; i < bouncy_distros.size(); i++)
for (unsigned int i = 0; i < broken_bricks.size(); i++)
broken_bricks[i]->action(frame_ratio);
- /* Handle distro counting: */
- if (counting_distros)
- {
- distro_counter--;
-
- if (distro_counter <= 0)
- counting_distros = -1;
- }
-
// Handle all kinds of game objects
for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
bouncy_bricks[i]->action(frame_ratio);
/* ++i handled at end of the loop */) {
if ((*i)->is_removable()) {
delete *i;
- i = bad_guys.erase(i);
+ i = bad_guys.erase(i);
} else {
++i;
}
}
}
+// the space that it takes for the screen to start scrolling, regarding
+// screen bounds (in pixels)
+#define X_SPACE (400-16)
+// the time it takes to move the camera (in ms)
+#define CHANGE_DIR_SCROLL_SPEED 2000
+
+/* This functions takes cares of the scrolling */
+void World::scrolling(double frame_ratio)
+{
+ int tux_pos_x = (int)(tux.base.x + (tux.base.width/2));
+
+ if (level->back_scrolling || debug_mode)
+ {
+ if(tux.old_dir != tux.dir && level->back_scrolling)
+ scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
+
+ if(scrolling_timer.check())
+ {
+ float final_scroll_x;
+ if (tux.physic.get_velocity_x() > 0)
+ final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.physic.get_velocity_x() < 0)
+ final_scroll_x = tux_pos_x - X_SPACE;
+ else
+ {
+ if (tux.dir == RIGHT)
+ final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.dir == LEFT && level->back_scrolling)
+ final_scroll_x = tux_pos_x - X_SPACE;
+ }
+
+ scroll_x += (final_scroll_x - scroll_x)
+ / (frame_ratio * (CHANGE_DIR_SCROLL_SPEED / 100))
+ + (tux.physic.get_velocity_x() * frame_ratio + tux.physic.get_acceleration_x() * frame_ratio * frame_ratio);
+ // std::cerr << tux_pos_x << " " << final_scroll_x << " " << scroll_x << std::endl;
+
+ }
+ else
+ {
+ if (tux.physic.get_velocity_x() > 0 && scroll_x < tux_pos_x - (screen->w - X_SPACE))
+ scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.physic.get_velocity_x() < 0 && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
+ scroll_x = tux_pos_x - X_SPACE;
+ else
+ {
+ if (tux.dir == RIGHT && scroll_x < tux_pos_x - (screen->w - X_SPACE))
+ scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.dir == LEFT && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
+ scroll_x = tux_pos_x - X_SPACE;
+ }
+ }
+ }
+
+ else /*no debug*/
+ {
+ if (tux.physic.get_velocity_x() > 0 && scroll_x < tux_pos_x - (screen->w - X_SPACE))
+ scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.physic.get_velocity_x() < 0 && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
+ scroll_x = tux_pos_x - X_SPACE;
+ else
+ {
+ if (tux.dir == RIGHT && scroll_x < tux_pos_x - (screen->w - X_SPACE))
+ scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.dir == LEFT && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
+ scroll_x = tux_pos_x - X_SPACE;
+ }
+
+ }
+
+ // this code prevent the screen to scroll before the start or after the level's end
+ if(scroll_x < 0)
+ scroll_x = 0;
+ if(scroll_x > level->width * 32 - screen->w)
+ scroll_x = level->width * 32 - screen->w;
+}
+
void
World::collision_handler()
{
// functions of the collided objects.
if (tux.previous_base.y < tux.base.y &&
tux.previous_base.y + tux.previous_base.height
- < (*i)->base.y + (*i)->base.height/2)
+ < (*i)->base.y + (*i)->base.height/2
+ && !tux.invincible_timer.started())
{
(*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
}
add_bouncy_distro(((int)(x + 1) / 32) * 32,
(int)(y / 32) * 32);
+ // TODO: don't handle this in a global way but per-tile...
if (!counting_distros)
{
counting_distros = true;
- distro_counter = 50;
+ distro_counter = 5;
+ }
+ else
+ {
+ distro_counter--;
}
if (distro_counter <= 0)
- plevel->change(x, y, TM_IA, tile->next_tile);
+ {
+ counting_distros = false;
+ plevel->change(x, y, TM_IA, tile->next_tile);
+ }
play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
player_status.score = player_status.score + SCORE_DISTRO;