+ 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;
+
+ // check that we don't have division by zero later
+ if(elapsed_time < EPSILON)
+ return;
+
+ /****** Vertical Scrolling part ******/
+ 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;
+ }
+ if(ymode == 2) {
+ // 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;
+ 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;
+ // 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);
+ }
+
+ // scroll with calculated speed
+ 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));
+ }
+ if(ymode == 4) {
+ // TODO...
+ }
+
+ if(ymode != 0 && config.clamp_y > 0) {
+ translation.y = clamp(translation.y,
+ player_pos.y - SCREEN_HEIGHT * config.clamp_y,
+ player_pos.y - SCREEN_HEIGHT * (1-config.clamp_y));
+ }
+
+ /****** Horizontal scrolling part *******/
+
+ if(config.xmode == 1) {
+ translation.x = player_pos.x - SCREEN_WIDTH * config.target_x;
+ }
+ if(config.xmode == 2) {
+ // 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
+ 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;
+
+ 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;
+
+ LEFTEND = SCREEN_WIDTH * config.edge_x;
+ RIGHTEND = SCREEN_HEIGHT * (1- config.edge_x);
+
+ // 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 = config.max_speed_x + (fabsf(player->physic.get_velocity_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;
+ }
+ 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(config.xmode == 4) {
+ // TODO...
+ }
+
+ if(config.xmode != 0 && config.clamp_x > 0) {
+ translation.x = clamp(translation.x,
+ player_pos.x - SCREEN_WIDTH * config.clamp_x,
+ player_pos.x - SCREEN_WIDTH * (1-config.clamp_x));
+ }
+
+ keep_in_bounds(translation);
+ shake();
+
+#if 0