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Camera.cpp
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126 lines (105 loc) · 2.99 KB
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/*
Greyout - a colourful platformer about love
Greyout is Copyright (c)2011-2014 Janek Schäfer
This file is part of Greyout.
Greyout 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.
Greyout is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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, see <http://www.gnu.org/licenses/>.
Please direct any feedback, questions or comments to
Janek Schäfer (foxblock), foxblock_at_gmail_dot_com
*/
#include "Camera.h"
#include "GFX.h"
#include "BaseUnit.h"
#include "Level.h"
#include "Settings.h"
#include "MyGame.h"
#define MOVEMENT_VIEW_FACTOR 50.0f
Camera::Camera()
{
parent = NULL;
disregardBoundaries = false;
speed = Vector2df(0,0);
dest = Vector2df(0,0);
}
Camera::~Camera()
{
//
}
// TODO: Maybe implement non-moving area in which the player can move without the camera moving
void Camera::update()
{
parent->drawOffset += speed;
if ((speed.x != 0 || speed.y != 0) &&
abs(parent->drawOffset.x - dest.x) < 2 && abs(parent->drawOffset.y - dest.y) < 2)
{
speed = Vector2df(0,0);
parent->drawOffset = dest;
}
}
void Camera::reset()
{
speed = Vector2df(0,0);
dest = Vector2df(0,0);
}
void Camera::centerOnUnit(const BaseUnit* const unit, CRint time)
{
if (not parent || not unit)
return;
int factor = 0;
int timeOverwrite = time;
switch (ENGINE->settings->getCameraBehaviour())
{
case Settings::cbStatic:
factor = 0;
timeOverwrite = 0;
break;
case Settings::cbTrailing:
factor = 10;
break;
case Settings::cbAhead:
factor = 50;
break;
}
centerOnPos(unit->getPixel(diMIDDLE) + unit->velocity * factor,timeOverwrite);
}
void Camera::centerOnPos(const Vector2df& pos, CRint time)
{
Vector2df result = parent->drawOffset;
if (parent->getWidth() > GFX::getXResolution())
result.x = pos.x - (GFX::getXResolution() / 2.0f);
if (parent->getHeight() > GFX::getYResolution())
result.y = pos.y - (GFX::getYResolution() / 2.0f);
if (not disregardBoundaries)
{
// make sure not moving past the levels boundaries
if (parent->getWidth() >= GFX::getXResolution())
{
result.x += max(-result.x,0.0f); // left
result.x += min(parent->getWidth() - (result.x + GFX::getXResolution()),0.0f); // right
}
if ((parent->getHeight() >= GFX::getYResolution()))
{
result.y += min(parent->getHeight() - (result.y + GFX::getYResolution()),0.0f); // bottom
result.y += max(-result.y,0.0f); // top
}
}
if (time == 0)
{
parent->drawOffset = result;
speed = Vector2df(0,0);
}
else
{
// todo: use frames instead of ticks
speed = (result - parent->drawOffset) / (float)time / (float)FRAME_RATE * 1000.0f;
dest = result;
}
}