2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software; you can redistribute it and/or
5 // modify it under the terms of the GNU General Public License
6 // as published by the Free Software Foundation; either version 2
7 // of the License, or (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program; if not, write to the Free Software
16 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18 #include "object/player.hpp"
20 #include "audio/sound_manager.hpp"
21 #include "badguy/badguy.hpp"
22 #include "control/joystickkeyboardcontroller.hpp"
23 #include "math/random_generator.hpp"
24 #include "object/bullet.hpp"
25 #include "object/camera.hpp"
26 #include "object/display_effect.hpp"
27 #include "object/falling_coin.hpp"
28 #include "object/particles.hpp"
29 #include "object/portable.hpp"
30 #include "object/sprite_particle.hpp"
31 #include "scripting/squirrel_util.hpp"
32 #include "supertux/game_session.hpp"
33 #include "supertux/globals.hpp"
34 #include "supertux/sector.hpp"
35 #include "supertux/tile.hpp"
36 #include "trigger/climbable.hpp"
43 static const int TILES_FOR_BUTTJUMP = 3;
44 static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
45 static const float SHOOTING_TIME = .150f;
47 /** number of idle stages, including standing */
48 static const unsigned int IDLE_STAGE_COUNT = 5;
50 * how long to play each idle animation in milliseconds
51 * '0' means the sprite action is played once before moving onto the next
54 static const int IDLE_TIME[] = { 5000, 0, 2500, 0, 2500 };
56 static const std::string IDLE_STAGES[] =
63 /** acceleration in horizontal direction when walking
64 * (all accelerations are in pixel/s^2) */
65 static const float WALK_ACCELERATION_X = 300;
66 /** acceleration in horizontal direction when running */
67 static const float RUN_ACCELERATION_X = 400;
68 /** acceleration when skidding */
69 static const float SKID_XM = 200;
70 /** time of skidding in seconds */
71 static const float SKID_TIME = .3f;
72 /** maximum walk velocity (pixel/s) */
73 static const float MAX_WALK_XM = 230;
74 /** maximum run velocity (pixel/s) */
75 static const float MAX_RUN_XM = 320;
76 /** maximum horizontal climb velocity */
77 static const float MAX_CLIMB_XM = 48;
78 /** maximum vertical climb velocity */
79 static const float MAX_CLIMB_YM = 128;
80 /** instant velocity when tux starts to walk */
81 static const float WALK_SPEED = 100;
83 /** multiplied by WALK_ACCELERATION to give friction */
84 static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
85 /** multiplied by WALK_ACCELERATION to give friction */
86 static const float ICE_FRICTION_MULTIPLIER = 0.1f;
87 static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
89 /** time of the kick (kicking mriceblock) animation */
90 static const float KICK_TIME = .3f;
91 /** time of tux cheering (currently unused) */
92 static const float CHEER_TIME = 1.0f;
94 /** if Tux cannot unduck for this long, he will get hurt */
95 static const float UNDUCK_HURT_TIME = 0.25f;
96 /** gravity is higher after the jump key is released before
97 the apex of the jump is reached */
98 static const float JUMP_EARLY_APEX_FACTOR = 3.0;
100 static const float JUMP_GRACE_TIME = 0.25f; /**< time before hitting the ground that the jump button may be pressed (and still trigger a jump) */
102 bool no_water = true;
105 Player::Player(PlayerStatus* _player_status, const std::string& name) :
108 scripting_controller(0),
109 player_status(_player_status),
114 backflip_direction(),
119 scripting_controller_old(0),
143 grabbed_object(NULL),
155 controller = g_jk_controller->get_main_controller();
156 scripting_controller.reset(new CodeController());
157 // if/when we have complete penny gfx, we can
158 // load those instead of Tux's sprite in the
160 sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
161 airarrow = Surface::create("images/engine/hud/airarrow.png");
162 idle_timer.start(IDLE_TIME[0]/1000.0f);
164 sound_manager->preload("sounds/bigjump.wav");
165 sound_manager->preload("sounds/jump.wav");
166 sound_manager->preload("sounds/hurt.wav");
167 sound_manager->preload("sounds/kill.wav");
168 sound_manager->preload("sounds/skid.wav");
169 sound_manager->preload("sounds/flip.wav");
170 sound_manager->preload("sounds/invincible_start.ogg");
171 sound_manager->preload("sounds/splash.ogg");
178 if (climbing) stop_climbing(*climbing);
185 set_size(31.8f, 62.8f);
187 set_size(31.8f, 30.8f);
198 fall_mode = ON_GROUND;
200 jump_early_apex = false;
202 wants_buttjump = false;
203 does_buttjump = false;
206 backflipping = false;
207 backflip_direction = 0;
211 ice_this_frame = false;
212 speedlimit = 0; //no special limit
214 on_ground_flag = false;
215 grabbed_object = NULL;
223 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
228 scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
232 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
237 scripting::unexpose_object(vm, table_idx, name);
241 Player::get_speedlimit()
247 Player::set_speedlimit(float newlimit)
253 Player::set_controller(Controller* controller)
255 this->controller = controller;
259 Player::use_scripting_controller(bool use_or_release)
261 if ((use_or_release == true) && (controller != scripting_controller.get())) {
262 scripting_controller_old = get_controller();
263 set_controller(scripting_controller.get());
265 if ((use_or_release == false) && (controller == scripting_controller.get())) {
266 set_controller(scripting_controller_old);
267 scripting_controller_old = 0;
272 Player::do_scripting_controller(std::string control, bool pressed)
274 for(int i = 0; Controller::controlNames[i] != 0; ++i) {
275 if(control == std::string(Controller::controlNames[i])) {
276 scripting_controller->press(Controller::Control(i), pressed);
282 Player::adjust_height(float new_height)
285 bbox2.move(Vector(0, bbox.get_height() - new_height));
286 bbox2.set_height(new_height);
288 if(new_height > bbox.get_height()) {
289 Rectf additional_space = bbox2;
290 additional_space.set_height(new_height - bbox.get_height());
291 if(!Sector::current()->is_free_of_statics(additional_space, this, true))
295 // adjust bbox accordingly
296 // note that we use members of moving_object for this, so we can run this during CD, too
298 set_size(bbox2.get_width(), bbox2.get_height());
303 Player::trigger_sequence(std::string sequence_name)
305 if (climbing) stop_climbing(*climbing);
306 backflipping = false;
307 backflip_direction = 0;
308 GameSession::current()->start_sequence(sequence_name);
312 Player::update(float elapsed_time)
319 if(dying && dying_timer.check()) {
324 if(!dying && !deactivated)
327 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
331 // extend/shrink tux collision rectangle so that we fall through/walk over 1
333 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
339 // on downward slopes, adjust vertical velocity so tux walks smoothly down
341 if(floor_normal.y != 0) {
342 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
343 physic.set_velocity_y(250);
348 // handle backflipping
350 //prevent player from changing direction when backflipping
351 dir = (backflip_direction == 1) ? LEFT : RIGHT;
352 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
357 fall_mode = ON_GROUND;
358 last_ground_y = get_pos().y;
360 if(get_pos().y > last_ground_y)
362 else if(fall_mode == ON_GROUND)
366 // check if we landed
369 if (backflipping && (!backflip_timer.started())) {
370 backflipping = false;
371 backflip_direction = 0;
373 // if controls are currently deactivated, we take care of standing up ourselves
379 // calculate movement for this frame
380 movement = physic.get_movement(elapsed_time);
382 if(grabbed_object != NULL && !dying) {
383 position_grabbed_object();
386 if(grabbed_object != NULL && dying){
387 grabbed_object->ungrab(*this, dir);
388 grabbed_object = NULL;
391 if(!ice_this_frame && on_ground())
394 on_ground_flag = false;
395 ice_this_frame = false;
397 // when invincible, spawn particles
398 if (invincible_timer.started())
400 if (graphicsRandom.rand(0, 2) == 0) {
401 float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
402 float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
403 Vector ppos = Vector(px, py);
404 Vector pspeed = Vector(0, 0);
405 Vector paccel = Vector(0, 0);
406 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
407 // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
408 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
409 // make every other a longer sparkle to make trail a bit fuzzy
410 (size_t(game_time*20)%2) ? "small" : "medium"
412 "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
417 if (sprite->animation_done()) growing = false;
425 return on_ground_flag;
431 if(player_status->bonus == NO_BONUS)
438 Player::apply_friction()
440 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
441 physic.set_velocity_x(0);
442 physic.set_acceleration_x(0);
444 float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
445 if(physic.get_velocity_x() < 0) {
446 physic.set_acceleration_x(friction);
447 } else if(physic.get_velocity_x() > 0) {
448 physic.set_acceleration_x(-friction);
449 } // no friction for physic.get_velocity_x() == 0
454 Player::handle_horizontal_input()
456 float vx = physic.get_velocity_x();
457 float vy = physic.get_velocity_y();
458 float ax = physic.get_acceleration_x();
459 float ay = physic.get_acceleration_y();
462 if(!duck || physic.get_velocity_y() != 0) {
463 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
467 } else if(!controller->hold(Controller::LEFT)
468 && controller->hold(Controller::RIGHT)) {
475 // do not run if we're holding something
476 if ( false /* grabbed_extra_heavy_object */) {
477 ax = dirsign * WALK_ACCELERATION_X;
479 if(vx >= MAX_WALK_XM && dirsign > 0) {
482 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
487 if( vx * dirsign < MAX_WALK_XM ) {
488 ax = dirsign * WALK_ACCELERATION_X;
490 ax = dirsign * RUN_ACCELERATION_X;
493 if(vx >= MAX_RUN_XM && dirsign > 0) {
496 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
502 // we can reach WALK_SPEED without any acceleration
503 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
504 vx = dirsign * WALK_SPEED;
508 if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
509 vx = dirsign * speedlimit;
513 // changing directions?
514 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
516 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
517 skidding_timer.start(SKID_TIME);
518 sound_manager->play("sounds/skid.wav");
519 // dust some particles
520 Sector::current()->add_object(
522 Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
523 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
524 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
534 ax *= ICE_ACCELERATION_MULTIPLIER;
537 physic.set_velocity(vx, vy);
538 physic.set_acceleration(ax, ay);
540 // we get slower when not pressing any keys
562 if (physic.get_velocity_y() != 0)
569 if (adjust_height(31.8f)) {
572 unduck_hurt_timer.stop();
579 Player::do_standup() {
587 if (adjust_height(63.8f)) {
589 unduck_hurt_timer.stop();
591 // if timer is not already running, start it.
592 if (unduck_hurt_timer.get_period() == 0) {
593 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
595 else if (unduck_hurt_timer.check()) {
603 Player::do_backflip() {
609 backflip_direction = (dir == LEFT)?(+1):(-1);
612 sound_manager->play("sounds/flip.wav");
613 backflip_timer.start(0.15f);
617 Player::do_jump(float yspeed) {
621 physic.set_velocity_y(yspeed);
622 //bbox.move(Vector(0, -1));
624 on_ground_flag = false;
629 sound_manager->play("sounds/bigjump.wav");
631 sound_manager->play("sounds/jump.wav");
636 Player::early_jump_apex()
638 if (!jump_early_apex)
640 jump_early_apex = true;
641 physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
646 Player::do_jump_apex()
650 jump_early_apex = false;
651 physic.set_gravity_modifier(1.0f);
656 Player::handle_vertical_input()
659 if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
660 if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
661 jump_button_timer.stop();
663 // when running, only jump a little bit; else do a backflip
664 if ((physic.get_velocity_x() != 0) ||
665 (controller->hold(Controller::LEFT)) ||
666 (controller->hold(Controller::RIGHT)))
675 // jump a bit higher if we are running; else do a normal jump
676 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
679 // Let go of jump key
680 else if(!controller->hold(Controller::JUMP)) {
681 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
687 if(jump_early_apex && physic.get_velocity_y() >= 0) {
691 /* In case the player has pressed Down while in a certain range of air,
692 enable butt jump action */
693 if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
694 wants_buttjump = true;
695 if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
698 /* When Down is not held anymore, disable butt jump */
699 if(!controller->hold(Controller::DOWN)) {
700 wants_buttjump = false;
701 does_buttjump = false;
705 physic.set_acceleration_y(0);
708 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
709 physic.set_acceleration_y(-2000);
710 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
716 Player::handle_input()
719 handle_input_ghost();
723 handle_input_climbing();
728 if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
731 if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
734 if( controller->pressed( Controller::PEEK_LEFT ) ) {
737 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
740 if(!backflipping && !jumping && on_ground()) {
741 if( controller->pressed( Controller::PEEK_UP ) ) {
743 } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
748 /* Handle horizontal movement: */
749 if (!backflipping) handle_horizontal_input();
755 /* Handle vertical movement: */
756 handle_vertical_input();
759 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
760 if(Sector::current()->add_bullet(
761 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
762 : Vector(32, bbox.get_height()/2)),
764 physic.get_velocity_x(), dir))
765 shooting_timer.start(SHOOTING_TIME);
768 /* Duck or Standup! */
769 if (controller->hold(Controller::DOWN)) {
778 if(!controller->hold(Controller::ACTION) && grabbed_object) {
779 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
781 // move the grabbed object a bit away from tux
782 Rectf grabbed_bbox = moving_object->get_bbox();
784 dest.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
785 dest.p1.y = dest.p2.y - grabbed_bbox.get_height();
787 dest.p2.x = bbox.get_left() - 1;
788 dest.p1.x = dest.p2.x - grabbed_bbox.get_width();
790 dest.p1.x = bbox.get_right() + 1;
791 dest.p2.x = dest.p1.x + grabbed_bbox.get_width();
793 if(Sector::current()->is_free_of_movingstatics(dest)) {
794 moving_object->set_pos(dest.p1);
795 if(controller->hold(Controller::UP)) {
796 grabbed_object->ungrab(*this, UP);
798 grabbed_object->ungrab(*this, dir);
800 grabbed_object = NULL;
803 log_debug << "Non MovingObject grabbed?!?" << std::endl;
809 Player::position_grabbed_object()
811 MovingObject* moving_object = dynamic_cast<MovingObject*>(grabbed_object);
812 assert(moving_object);
814 // Position where we will hold the lower-inner corner
815 Vector pos(get_bbox().get_left() + get_bbox().get_width()/2,
816 get_bbox().get_top() + get_bbox().get_height()*0.66666);
818 // Adjust to find the grabbed object's upper-left corner
820 pos.x -= moving_object->get_bbox().get_width();
821 pos.y -= moving_object->get_bbox().get_height();
823 grabbed_object->grab(*this, pos, dir);
829 if(controller->hold(Controller::ACTION) && !grabbed_object
831 Sector* sector = Sector::current();
834 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
836 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
839 for(Sector::Portables::iterator i = sector->portables.begin();
840 i != sector->portables.end(); ++i) {
841 Portable* portable = *i;
842 if(!portable->is_portable())
845 // make sure the Portable is a MovingObject
846 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
847 assert(moving_object);
848 if(moving_object == NULL)
851 // make sure the Portable isn't currently non-solid
852 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
854 // check if we are within reach
855 if(moving_object->get_bbox().contains(pos)) {
856 if (climbing) stop_climbing(*climbing);
857 grabbed_object = portable;
858 position_grabbed_object();
866 Player::handle_input_ghost()
870 if (controller->hold(Controller::LEFT)) {
872 vx -= MAX_RUN_XM * 2;
874 if (controller->hold(Controller::RIGHT)) {
876 vx += MAX_RUN_XM * 2;
878 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
879 vy -= MAX_RUN_XM * 2;
881 if (controller->hold(Controller::DOWN)) {
882 vy += MAX_RUN_XM * 2;
884 if (controller->hold(Controller::ACTION)) {
885 set_ghost_mode(false);
887 physic.set_velocity(vx, vy);
888 physic.set_acceleration(0, 0);
892 Player::add_coins(int count)
894 player_status->add_coins(count);
900 return player_status->coins;
904 Player::add_bonus(const std::string& bonustype)
906 BonusType type = NO_BONUS;
908 if(bonustype == "grow") {
910 } else if(bonustype == "fireflower") {
912 } else if(bonustype == "iceflower") {
914 } else if(bonustype == "none") {
917 std::ostringstream msg;
918 msg << "Unknown bonus type " << bonustype;
919 throw std::runtime_error(msg.str());
922 return add_bonus(type);
926 Player::add_bonus(BonusType type, bool animate)
928 // always ignore NO_BONUS
929 if (type == NO_BONUS) {
933 // ignore GROWUP_BONUS if we're already big
934 if (type == GROWUP_BONUS) {
935 if (player_status->bonus == GROWUP_BONUS)
937 if (player_status->bonus == FIRE_BONUS)
939 if (player_status->bonus == ICE_BONUS)
943 return set_bonus(type, animate);
947 Player::set_bonus(BonusType type, bool animate)
949 if(player_status->bonus == NO_BONUS) {
950 if (!adjust_height(62.8f)) {
951 printf("can't adjust\n");
956 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
958 if (climbing) stop_climbing(*climbing);
961 if (type == NO_BONUS) {
962 if (does_buttjump) does_buttjump = false;
965 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
966 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
967 // visually lose helmet
968 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
969 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
970 Vector paccel = Vector(0, 1000);
971 std::string action = (dir==LEFT)?"left":"right";
972 Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
973 if (climbing) stop_climbing(*climbing);
975 if ((player_status->bonus == ICE_BONUS) && (animate)) {
977 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
978 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
979 Vector paccel = Vector(0, 1000);
980 std::string action = (dir==LEFT)?"left":"right";
981 Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
982 if (climbing) stop_climbing(*climbing);
984 player_status->max_fire_bullets = 0;
985 player_status->max_ice_bullets = 0;
987 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
988 if (type == ICE_BONUS) player_status->max_ice_bullets++;
990 player_status->bonus = type;
995 Player::set_visible(bool visible)
997 this->visible = visible;
999 set_group(COLGROUP_MOVING);
1001 set_group(COLGROUP_DISABLED);
1005 Player::get_visible()
1013 kick_timer.start(KICK_TIME);
1017 Player::draw(DrawingContext& context)
1022 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
1023 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
1024 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
1025 float py = Sector::current()->camera->get_translation().y;
1026 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
1027 context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1);
1030 std::string sa_prefix = "";
1031 std::string sa_postfix = "";
1033 if (player_status->bonus == GROWUP_BONUS)
1035 else if (player_status->bonus == FIRE_BONUS)
1037 else if (player_status->bonus == ICE_BONUS)
1040 sa_prefix = "small";
1043 sa_postfix = "-left";
1045 sa_postfix = "-right";
1047 /* Set Tux sprite action */
1049 sprite->set_action("gameover");
1052 sprite->set_action_continued("grow"+sa_postfix);
1053 // while growing, do not change action
1054 // do_duck() will take care of cancelling growing manually
1055 // update() will take care of cancelling when growing completed
1057 else if (climbing) {
1058 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1060 else if (backflipping) {
1061 sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
1063 else if (duck && is_big()) {
1064 sprite->set_action(sa_prefix+"-duck"+sa_postfix);
1066 else if (skidding_timer.started() && !skidding_timer.check()) {
1067 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1069 else if (kick_timer.started() && !kick_timer.check()) {
1070 sprite->set_action(sa_prefix+"-kick"+sa_postfix);
1072 else if ((wants_buttjump || does_buttjump) && is_big()) {
1073 sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
1075 else if (!on_ground()) {
1076 sprite->set_action(sa_prefix+"-jump"+sa_postfix);
1079 if (fabsf(physic.get_velocity_x()) < 1.0f) {
1080 // Determine which idle stage we're at
1081 if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
1083 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1085 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1087 else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
1089 if (idle_stage >= IDLE_STAGE_COUNT)
1092 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1094 if (IDLE_TIME[idle_stage] == 0)
1095 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
1097 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1100 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1104 sprite->set_action(sa_prefix+"-walk"+sa_postfix);
1109 // Tux is holding something
1110 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
1111 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
1119 if (safe_timer.started() && size_t(game_time*40)%2)
1122 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1128 Player::collision_tile(uint32_t tile_attributes)
1130 if(tile_attributes & Tile::HURTS)
1135 if( tile_attributes & Tile::WATER ){
1141 if( tile_attributes & Tile::WATER ){
1144 sound_manager->play( "sounds/splash.ogg" );
1149 if(tile_attributes & Tile::ICE) {
1150 ice_this_frame = true;
1156 Player::collision_solid(const CollisionHit& hit)
1159 if(physic.get_velocity_y() > 0)
1160 physic.set_velocity_y(0);
1162 on_ground_flag = true;
1163 floor_normal = hit.slope_normal;
1166 if (does_buttjump) {
1167 does_buttjump = false;
1168 physic.set_velocity_y(-300);
1169 on_ground_flag = false;
1170 Sector::current()->add_object(new Particles(
1171 Vector(get_bbox().p2.x, get_bbox().p2.y),
1173 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1175 Sector::current()->add_object(new Particles(
1176 Vector(get_bbox().p1.x, get_bbox().p2.y),
1178 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1180 Sector::current()->camera->shake(.1f, 0, 5);
1183 } else if(hit.top) {
1184 if(physic.get_velocity_y() < 0)
1185 physic.set_velocity_y(.2f);
1188 if(hit.left || hit.right) {
1189 physic.set_velocity_x(0);
1194 if(hit.left || hit.right) {
1196 } else if(hit.top || hit.bottom) {
1203 Player::collision(GameObject& other, const CollisionHit& hit)
1205 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1210 Player* player = dynamic_cast<Player*> (&other);
1215 if(hit.left || hit.right) {
1216 try_grab(); //grab objects right now, in update it will be too late
1218 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1219 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1220 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1221 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1223 if(controller->pressed(Controller::UP))
1224 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1230 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1231 if(badguy != NULL) {
1232 if(safe_timer.started() || invincible_timer.started())
1242 Player::make_invincible()
1244 sound_manager->play("sounds/invincible_start.ogg");
1245 invincible_timer.start(TUX_INVINCIBLE_TIME);
1246 Sector::current()->play_music(HERRING_MUSIC);
1251 Player::kill(bool completely)
1253 if(dying || deactivated)
1256 if(!completely && (safe_timer.started() || invincible_timer.started()))
1261 if (climbing) stop_climbing(*climbing);
1263 physic.set_velocity_x(0);
1265 if(!completely && is_big()) {
1266 sound_manager->play("sounds/hurt.wav");
1268 if(player_status->bonus == FIRE_BONUS
1269 || player_status->bonus == ICE_BONUS) {
1270 safe_timer.start(TUX_SAFE_TIME);
1271 set_bonus(GROWUP_BONUS, true);
1272 } else if(player_status->bonus == GROWUP_BONUS) {
1273 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1274 adjust_height(30.8f);
1276 backflipping = false;
1277 set_bonus(NO_BONUS, true);
1278 } else if(player_status->bonus == NO_BONUS) {
1279 safe_timer.start(TUX_SAFE_TIME);
1280 adjust_height(30.8f);
1284 sound_manager->play("sounds/kill.wav");
1286 // do not die when in edit mode
1288 set_ghost_mode(true);
1292 physic.enable_gravity(true);
1293 physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
1295 invincible_timer.stop();
1296 physic.set_acceleration(0, 0);
1297 physic.set_velocity(0, -700);
1298 set_bonus(NO_BONUS, true);
1300 dying_timer.start(3.0);
1301 set_group(COLGROUP_DISABLED);
1303 // TODO: need nice way to handle players dying in co-op mode
1304 Sector::current()->effect->fade_out(3.0);
1305 sound_manager->stop_music(3.0);
1310 Player::move(const Vector& vector)
1314 // TODO: do we need the following? Seems irrelevant to moving the player
1316 set_size(31.8f, 63.8f);
1318 set_size(31.8f, 31.8f);
1320 backflipping = false;
1321 last_ground_y = vector.y;
1322 if (climbing) stop_climbing(*climbing);
1328 Player::check_bounds()
1330 /* Keep tux in sector bounds: */
1331 if (get_pos().x < 0) {
1332 // Lock Tux to the size of the level, so that he doesn't fall off
1334 set_pos(Vector(0, get_pos().y));
1337 if (get_bbox().get_right() > Sector::current()->get_width()) {
1338 // Lock Tux to the size of the level, so that he doesn't fall off
1340 set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
1343 /* fallen out of the level? */
1344 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1351 Player::add_velocity(const Vector& velocity)
1353 physic.set_velocity(physic.get_velocity() + velocity);
1357 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1359 if (end_speed.x > 0)
1360 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1361 if (end_speed.x < 0)
1362 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1363 if (end_speed.y > 0)
1364 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1365 if (end_speed.y < 0)
1366 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1370 Player::get_velocity()
1372 return physic.get_velocity();
1376 Player::bounce(BadGuy& )
1378 if(controller->hold(Controller::JUMP))
1379 physic.set_velocity_y(-520);
1381 physic.set_velocity_y(-300);
1384 //scripting Functions Below
1387 Player::deactivate()
1392 physic.set_velocity_x(0);
1393 physic.set_velocity_y(0);
1394 physic.set_acceleration_x(0);
1395 physic.set_acceleration_y(0);
1396 if (climbing) stop_climbing(*climbing);
1404 deactivated = false;
1407 void Player::walk(float speed)
1409 physic.set_velocity_x(speed);
1413 Player::set_ghost_mode(bool enable)
1415 if (ghost_mode == enable)
1418 if (climbing) stop_climbing(*climbing);
1422 set_group(COLGROUP_DISABLED);
1423 physic.enable_gravity(false);
1424 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1427 set_group(COLGROUP_MOVING);
1428 physic.enable_gravity(true);
1429 log_debug << "You feel solid again." << std::endl;
1434 Player::set_edit_mode(bool enable)
1440 Player::start_climbing(Climbable& climbable)
1442 if (climbing == &climbable) return;
1444 climbing = &climbable;
1445 physic.enable_gravity(false);
1446 physic.set_velocity(0, 0);
1447 physic.set_acceleration(0, 0);
1451 Player::stop_climbing(Climbable& /*climbable*/)
1453 if (!climbing) return;
1457 if (grabbed_object) {
1458 grabbed_object->ungrab(*this, dir);
1459 grabbed_object = NULL;
1462 physic.enable_gravity(true);
1463 physic.set_velocity(0, 0);
1464 physic.set_acceleration(0, 0);
1466 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1467 on_ground_flag = true;
1468 // TODO: This won't help. Why?
1474 Player::handle_input_climbing()
1477 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1483 if (controller->hold(Controller::LEFT)) {
1487 if (controller->hold(Controller::RIGHT)) {
1491 if (controller->hold(Controller::UP)) {
1494 if (controller->hold(Controller::DOWN)) {
1497 if (controller->hold(Controller::JUMP)) {
1499 stop_climbing(*climbing);
1505 if (controller->hold(Controller::ACTION)) {
1506 stop_climbing(*climbing);
1509 physic.set_velocity(vx, vy);
1510 physic.set_acceleration(0, 0);