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 "control/haptic_manager.hpp"
24 #include "math/random_generator.hpp"
25 #include "object/bullet.hpp"
26 #include "object/camera.hpp"
27 #include "object/display_effect.hpp"
28 #include "object/falling_coin.hpp"
29 #include "object/particles.hpp"
30 #include "object/portable.hpp"
31 #include "object/sprite_particle.hpp"
32 #include "scripting/squirrel_util.hpp"
33 #include "supertux/game_session.hpp"
34 #include "supertux/globals.hpp"
35 #include "supertux/sector.hpp"
36 #include "supertux/tile.hpp"
37 #include "trigger/climbable.hpp"
44 static const int TILES_FOR_BUTTJUMP = 3;
45 static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
46 static const float SHOOTING_TIME = .150f;
48 /** number of idle stages, including standing */
49 static const unsigned int IDLE_STAGE_COUNT = 5;
51 * how long to play each idle animation in milliseconds
52 * '0' means the sprite action is played once before moving onto the next
55 static const int IDLE_TIME[] = { 5000, 0, 2500, 0, 2500 };
57 static const std::string IDLE_STAGES[] =
64 /** acceleration in horizontal direction when walking
65 * (all accelerations are in pixel/s^2) */
66 static const float WALK_ACCELERATION_X = 300;
67 /** acceleration in horizontal direction when running */
68 static const float RUN_ACCELERATION_X = 400;
69 /** acceleration when skidding */
70 static const float SKID_XM = 200;
71 /** time of skidding in seconds */
72 static const float SKID_TIME = .3f;
73 /** maximum walk velocity (pixel/s) */
74 static const float MAX_WALK_XM = 230;
75 /** maximum run velocity (pixel/s) */
76 static const float MAX_RUN_XM = 320;
77 /** maximum horizontal climb velocity */
78 static const float MAX_CLIMB_XM = 48;
79 /** maximum vertical climb velocity */
80 static const float MAX_CLIMB_YM = 128;
81 /** instant velocity when tux starts to walk */
82 static const float WALK_SPEED = 100;
84 /** multiplied by WALK_ACCELERATION to give friction */
85 static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
86 /** multiplied by WALK_ACCELERATION to give friction */
87 static const float ICE_FRICTION_MULTIPLIER = 0.1f;
88 static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
90 /** time of the kick (kicking mriceblock) animation */
91 static const float KICK_TIME = .3f;
92 /** time of tux cheering (currently unused) */
93 static const float CHEER_TIME = 1.0f;
95 /** if Tux cannot unduck for this long, he will get hurt */
96 static const float UNDUCK_HURT_TIME = 0.25f;
97 /** gravity is higher after the jump key is released before
98 the apex of the jump is reached */
99 static const float JUMP_EARLY_APEX_FACTOR = 3.0;
101 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) */
103 bool no_water = true;
106 Player::Player(PlayerStatus* _player_status, const std::string& name) :
109 scripting_controller(0),
110 player_status(_player_status),
115 backflip_direction(),
120 scripting_controller_old(0),
144 grabbed_object(NULL),
156 controller = g_main_controller;
157 scripting_controller.reset(new CodeController());
158 sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
159 airarrow = Surface::create("images/engine/hud/airarrow.png");
160 idle_timer.start(IDLE_TIME[0]/1000.0f);
162 sound_manager->preload("sounds/bigjump.wav");
163 sound_manager->preload("sounds/jump.wav");
164 sound_manager->preload("sounds/hurt.wav");
165 sound_manager->preload("sounds/kill.wav");
166 sound_manager->preload("sounds/skid.wav");
167 sound_manager->preload("sounds/flip.wav");
168 sound_manager->preload("sounds/invincible_start.ogg");
169 sound_manager->preload("sounds/splash.ogg");
176 if (climbing) stop_climbing(*climbing);
183 set_size(31.8f, 62.8f);
185 set_size(31.8f, 30.8f);
196 fall_mode = ON_GROUND;
198 jump_early_apex = false;
200 wants_buttjump = false;
201 does_buttjump = false;
204 backflipping = false;
205 backflip_direction = 0;
209 ice_this_frame = false;
210 speedlimit = 0; //no special limit
212 on_ground_flag = false;
213 grabbed_object = NULL;
221 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
226 scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
230 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
235 scripting::unexpose_object(vm, table_idx, name);
239 Player::get_speedlimit()
245 Player::set_speedlimit(float newlimit)
251 Player::set_controller(Controller* controller)
253 this->controller = controller;
257 Player::use_scripting_controller(bool use_or_release)
259 if ((use_or_release == true) && (controller != scripting_controller.get())) {
260 scripting_controller_old = get_controller();
261 set_controller(scripting_controller.get());
263 if ((use_or_release == false) && (controller == scripting_controller.get())) {
264 set_controller(scripting_controller_old);
265 scripting_controller_old = 0;
270 Player::do_scripting_controller(std::string control, bool pressed)
272 for(int i = 0; Controller::controlNames[i] != 0; ++i) {
273 if(control == std::string(Controller::controlNames[i])) {
274 scripting_controller->press(Controller::Control(i), pressed);
280 Player::adjust_height(float new_height)
283 bbox2.move(Vector(0, bbox.get_height() - new_height));
284 bbox2.set_height(new_height);
286 if(new_height > bbox.get_height()) {
287 Rectf additional_space = bbox2;
288 additional_space.set_height(new_height - bbox.get_height());
289 if(!Sector::current()->is_free_of_statics(additional_space, this, true))
293 // adjust bbox accordingly
294 // note that we use members of moving_object for this, so we can run this during CD, too
296 set_size(bbox2.get_width(), bbox2.get_height());
301 Player::trigger_sequence(std::string sequence_name)
303 if (climbing) stop_climbing(*climbing);
304 GameSession::current()->start_sequence(sequence_name);
308 Player::update(float elapsed_time)
315 if(dying && dying_timer.check()) {
320 if(!dying && !deactivated)
323 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
327 // extend/shrink tux collision rectangle so that we fall through/walk over 1
329 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
335 // on downward slopes, adjust vertical velocity so tux walks smoothly down
337 if(floor_normal.y != 0) {
338 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
339 physic.set_velocity_y(250);
344 // handle backflipping
346 //prevent player from changing direction when backflipping
347 dir = (backflip_direction == 1) ? LEFT : RIGHT;
348 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
353 fall_mode = ON_GROUND;
354 last_ground_y = get_pos().y;
356 if(get_pos().y > last_ground_y)
358 else if(fall_mode == ON_GROUND)
362 // check if we landed
365 if (backflipping && (!backflip_timer.started())) {
366 backflipping = false;
367 backflip_direction = 0;
369 // if controls are currently deactivated, we take care of standing up ourselves
375 // calculate movement for this frame
376 movement = physic.get_movement(elapsed_time);
378 if(grabbed_object != NULL && !dying) {
379 position_grabbed_object();
382 if(grabbed_object != NULL && dying){
383 grabbed_object->ungrab(*this, dir);
384 grabbed_object = NULL;
387 if(!ice_this_frame && on_ground())
390 on_ground_flag = false;
391 ice_this_frame = false;
393 // when invincible, spawn particles
394 if (invincible_timer.started())
396 if (systemRandom.rand(0, 2) == 0) {
397 float px = systemRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
398 float py = systemRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
399 Vector ppos = Vector(px, py);
400 Vector pspeed = Vector(0, 0);
401 Vector paccel = Vector(0, 0);
402 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
403 // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
404 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
405 // make every other a longer sparkle to make trail a bit fuzzy
406 (size_t(game_time*20)%2) ? "small" : "medium"
408 "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
413 if (sprite->animation_done()) growing = false;
421 return on_ground_flag;
427 if(player_status->bonus == NO_BONUS)
434 Player::apply_friction()
436 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
437 physic.set_velocity_x(0);
438 physic.set_acceleration_x(0);
440 float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
441 if(physic.get_velocity_x() < 0) {
442 physic.set_acceleration_x(friction);
443 } else if(physic.get_velocity_x() > 0) {
444 physic.set_acceleration_x(-friction);
445 } // no friction for physic.get_velocity_x() == 0
450 Player::handle_horizontal_input()
452 float vx = physic.get_velocity_x();
453 float vy = physic.get_velocity_y();
454 float ax = physic.get_acceleration_x();
455 float ay = physic.get_acceleration_y();
458 if(!duck || physic.get_velocity_y() != 0) {
459 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
463 } else if(!controller->hold(Controller::LEFT)
464 && controller->hold(Controller::RIGHT)) {
471 // do not run if action key is pressed or we're holding something
472 // so tux can only walk while shooting
473 if ( controller->hold(Controller::ACTION) || grabbed_object ) {
474 ax = dirsign * WALK_ACCELERATION_X;
476 if(vx >= MAX_WALK_XM && dirsign > 0) {
479 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
484 if( vx * dirsign < MAX_WALK_XM ) {
485 ax = dirsign * WALK_ACCELERATION_X;
487 ax = dirsign * RUN_ACCELERATION_X;
490 if(vx >= MAX_RUN_XM && dirsign > 0) {
493 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
499 // we can reach WALK_SPEED without any acceleration
500 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
501 vx = dirsign * WALK_SPEED;
505 if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
506 vx = dirsign * speedlimit;
510 // changing directions?
511 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
513 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
514 skidding_timer.start(SKID_TIME);
515 sound_manager->play("sounds/skid.wav");
516 // dust some particles
517 Sector::current()->add_object(
519 Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
520 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
521 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
531 ax *= ICE_ACCELERATION_MULTIPLIER;
534 physic.set_velocity(vx, vy);
535 physic.set_acceleration(ax, ay);
537 // we get slower when not pressing any keys
559 if (physic.get_velocity_y() != 0)
566 if (adjust_height(31.8f)) {
569 unduck_hurt_timer.stop();
576 Player::do_standup() {
584 if (adjust_height(63.8f)) {
586 unduck_hurt_timer.stop();
588 // if timer is not already running, start it.
589 if (unduck_hurt_timer.get_period() == 0) {
590 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
592 else if (unduck_hurt_timer.check()) {
600 Player::do_backflip() {
606 backflip_direction = (dir == LEFT)?(+1):(-1);
609 sound_manager->play("sounds/flip.wav");
610 backflip_timer.start(0.15f);
614 Player::do_jump(float yspeed) {
618 physic.set_velocity_y(yspeed);
619 //bbox.move(Vector(0, -1));
621 on_ground_flag = false;
626 sound_manager->play("sounds/bigjump.wav");
628 sound_manager->play("sounds/jump.wav");
633 Player::early_jump_apex()
635 if (!jump_early_apex)
637 jump_early_apex = true;
638 physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
643 Player::do_jump_apex()
647 jump_early_apex = false;
648 physic.set_gravity_modifier(1.0f);
653 Player::handle_vertical_input()
656 if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
657 if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
658 jump_button_timer.stop();
660 // when running, only jump a little bit; else do a backflip
661 if ((physic.get_velocity_x() != 0) ||
662 (controller->hold(Controller::LEFT)) ||
663 (controller->hold(Controller::RIGHT)))
672 // jump a bit higher if we are running; else do a normal jump
673 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
676 // Let go of jump key
677 else if(!controller->hold(Controller::JUMP)) {
678 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
684 if(jump_early_apex && physic.get_velocity_y() >= 0) {
688 /* In case the player has pressed Down while in a certain range of air,
689 enable butt jump action */
690 if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
691 wants_buttjump = true;
692 if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
695 /* When Down is not held anymore, disable butt jump */
696 if(!controller->hold(Controller::DOWN)) {
697 wants_buttjump = false;
698 does_buttjump = false;
702 physic.set_acceleration_y(0);
705 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
706 physic.set_acceleration_y(-2000);
707 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
713 Player::handle_input()
716 handle_input_ghost();
720 handle_input_climbing();
725 if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
728 if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
731 if( controller->pressed( Controller::PEEK_LEFT ) ) {
734 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
737 if(!backflipping && !jumping && on_ground()) {
738 if( controller->pressed( Controller::PEEK_UP ) ) {
740 } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
745 /* Handle horizontal movement: */
746 if (!backflipping) handle_horizontal_input();
752 /* Handle vertical movement: */
753 handle_vertical_input();
756 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
757 if(Sector::current()->add_bullet(
758 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
759 : Vector(32, bbox.get_height()/2)),
761 physic.get_velocity_x(), dir))
762 shooting_timer.start(SHOOTING_TIME);
765 /* Duck or Standup! */
766 if (controller->hold(Controller::DOWN)) {
775 if(!controller->hold(Controller::ACTION) && grabbed_object) {
776 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
778 // move the grabbed object a bit away from tux
779 Rectf grabbed_bbox = moving_object->get_bbox();
781 dest.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
782 dest.p1.y = dest.p2.y - grabbed_bbox.get_height();
784 dest.p2.x = bbox.get_left() - 1;
785 dest.p1.x = dest.p2.x - grabbed_bbox.get_width();
787 dest.p1.x = bbox.get_right() + 1;
788 dest.p2.x = dest.p1.x + grabbed_bbox.get_width();
790 if(Sector::current()->is_free_of_movingstatics(dest)) {
791 moving_object->set_pos(dest.p1);
792 if(controller->hold(Controller::UP)) {
793 grabbed_object->ungrab(*this, UP);
795 grabbed_object->ungrab(*this, dir);
797 grabbed_object = NULL;
800 log_debug << "Non MovingObject grabbed?!?" << std::endl;
806 Player::position_grabbed_object()
808 MovingObject* moving_object = dynamic_cast<MovingObject*>(grabbed_object);
809 assert(moving_object);
811 // Position where we will hold the lower-inner corner
812 Vector pos(get_bbox().get_left() + get_bbox().get_width()/2,
813 get_bbox().get_top() + get_bbox().get_height()*0.66666);
815 // Adjust to find the grabbed object's upper-left corner
817 pos.x -= moving_object->get_bbox().get_width();
818 pos.y -= moving_object->get_bbox().get_height();
820 grabbed_object->grab(*this, pos, dir);
826 if(controller->hold(Controller::ACTION) && !grabbed_object
828 Sector* sector = Sector::current();
831 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
833 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
836 for(Sector::Portables::iterator i = sector->portables.begin();
837 i != sector->portables.end(); ++i) {
838 Portable* portable = *i;
839 if(!portable->is_portable())
842 // make sure the Portable is a MovingObject
843 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
844 assert(moving_object);
845 if(moving_object == NULL)
848 // make sure the Portable isn't currently non-solid
849 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
851 // check if we are within reach
852 if(moving_object->get_bbox().contains(pos)) {
853 if (climbing) stop_climbing(*climbing);
854 grabbed_object = portable;
855 position_grabbed_object();
863 Player::handle_input_ghost()
867 if (controller->hold(Controller::LEFT)) {
869 vx -= MAX_RUN_XM * 2;
871 if (controller->hold(Controller::RIGHT)) {
873 vx += MAX_RUN_XM * 2;
875 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
876 vy -= MAX_RUN_XM * 2;
878 if (controller->hold(Controller::DOWN)) {
879 vy += MAX_RUN_XM * 2;
881 if (controller->hold(Controller::ACTION)) {
882 set_ghost_mode(false);
884 physic.set_velocity(vx, vy);
885 physic.set_acceleration(0, 0);
889 Player::add_coins(int count)
891 player_status->add_coins(count);
897 return player_status->coins;
901 Player::add_bonus(const std::string& bonustype)
903 BonusType type = NO_BONUS;
905 if(bonustype == "grow") {
907 } else if(bonustype == "fireflower") {
909 } else if(bonustype == "iceflower") {
911 } else if(bonustype == "none") {
914 std::ostringstream msg;
915 msg << "Unknown bonus type " << bonustype;
916 throw std::runtime_error(msg.str());
919 return add_bonus(type);
923 Player::add_bonus(BonusType type, bool animate)
925 // always ignore NO_BONUS
926 if (type == NO_BONUS) {
930 // ignore GROWUP_BONUS if we're already big
931 if (type == GROWUP_BONUS) {
932 if (player_status->bonus == GROWUP_BONUS)
934 if (player_status->bonus == FIRE_BONUS)
936 if (player_status->bonus == ICE_BONUS)
940 return set_bonus(type, animate);
944 Player::set_bonus(BonusType type, bool animate)
946 if(player_status->bonus == NO_BONUS) {
947 if (!adjust_height(62.8f)) {
948 printf("can't adjust\n");
953 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
955 if (climbing) stop_climbing(*climbing);
958 if (type == NO_BONUS) {
959 if (does_buttjump) does_buttjump = false;
962 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
963 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
964 // visually lose helmet
965 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
966 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
967 Vector paccel = Vector(0, 1000);
968 std::string action = (dir==LEFT)?"left":"right";
969 Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
970 if (climbing) stop_climbing(*climbing);
972 if ((player_status->bonus == ICE_BONUS) && (animate)) {
974 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
975 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
976 Vector paccel = Vector(0, 1000);
977 std::string action = (dir==LEFT)?"left":"right";
978 Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
979 if (climbing) stop_climbing(*climbing);
981 player_status->max_fire_bullets = 0;
982 player_status->max_ice_bullets = 0;
984 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
985 if (type == ICE_BONUS) player_status->max_ice_bullets++;
987 player_status->bonus = type;
992 Player::set_visible(bool visible)
994 this->visible = visible;
996 set_group(COLGROUP_MOVING);
998 set_group(COLGROUP_DISABLED);
1002 Player::get_visible()
1010 kick_timer.start(KICK_TIME);
1014 Player::draw(DrawingContext& context)
1019 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
1020 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
1021 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
1022 float py = Sector::current()->camera->get_translation().y;
1023 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
1024 context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1);
1027 std::string sa_prefix = "";
1028 std::string sa_postfix = "";
1030 if (player_status->bonus == GROWUP_BONUS)
1032 else if (player_status->bonus == FIRE_BONUS)
1034 else if (player_status->bonus == ICE_BONUS)
1037 sa_prefix = "small";
1040 sa_postfix = "-left";
1042 sa_postfix = "-right";
1044 /* Set Tux sprite action */
1046 sprite->set_action("gameover");
1049 sprite->set_action_continued("grow"+sa_postfix);
1050 // while growing, do not change action
1051 // do_duck() will take care of cancelling growing manually
1052 // update() will take care of cancelling when growing completed
1054 else if (climbing) {
1055 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1057 else if (backflipping) {
1058 sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
1060 else if (duck && is_big()) {
1061 sprite->set_action(sa_prefix+"-duck"+sa_postfix);
1063 else if (skidding_timer.started() && !skidding_timer.check()) {
1064 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1066 else if (kick_timer.started() && !kick_timer.check()) {
1067 sprite->set_action(sa_prefix+"-kick"+sa_postfix);
1069 else if ((wants_buttjump || does_buttjump) && is_big()) {
1070 sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
1072 else if (!on_ground()) {
1073 sprite->set_action(sa_prefix+"-jump"+sa_postfix);
1076 if (fabsf(physic.get_velocity_x()) < 1.0f) {
1077 // Determine which idle stage we're at
1078 if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
1080 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1082 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1084 else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
1086 if (idle_stage >= IDLE_STAGE_COUNT)
1089 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1091 if (IDLE_TIME[idle_stage] == 0)
1092 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
1094 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1097 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1101 sprite->set_action(sa_prefix+"-walk"+sa_postfix);
1106 // Tux is holding something
1107 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
1108 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
1116 if (safe_timer.started() && size_t(game_time*40)%2)
1119 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1125 Player::collision_tile(uint32_t tile_attributes)
1127 if(tile_attributes & Tile::HURTS)
1132 if( tile_attributes & Tile::WATER ){
1138 if( tile_attributes & Tile::WATER ){
1141 sound_manager->play( "sounds/splash.ogg" );
1146 if(tile_attributes & Tile::ICE) {
1147 ice_this_frame = true;
1153 Player::collision_solid(const CollisionHit& hit)
1156 if(physic.get_velocity_y() > 0)
1157 physic.set_velocity_y(0);
1159 on_ground_flag = true;
1160 floor_normal = hit.slope_normal;
1163 if (does_buttjump) {
1164 does_buttjump = false;
1165 physic.set_velocity_y(-300);
1166 on_ground_flag = false;
1167 Sector::current()->add_object(new Particles(
1168 Vector(get_bbox().p2.x, get_bbox().p2.y),
1170 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1172 Sector::current()->add_object(new Particles(
1173 Vector(get_bbox().p1.x, get_bbox().p2.y),
1175 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1178 Sector::current()->camera->shake(.1f, 0, 5);
1180 if (g_haptic_manager != NULL)
1181 g_haptic_manager->playEffect (ST_HAPTIC_EFFECT_BUTTJUMP);
1184 } else if(hit.top) {
1185 if(physic.get_velocity_y() < 0)
1186 physic.set_velocity_y(.2f);
1189 if(hit.left || hit.right) {
1190 physic.set_velocity_x(0);
1195 if(hit.left || hit.right) {
1197 } else if(hit.top || hit.bottom) {
1204 Player::collision(GameObject& other, const CollisionHit& hit)
1206 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1211 if(hit.left || hit.right) {
1212 try_grab(); //grab objects right now, in update it will be too late
1214 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1215 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1216 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1217 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1219 if(controller->pressed(Controller::UP))
1220 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1226 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1227 if(badguy != NULL) {
1228 if(safe_timer.started() || invincible_timer.started())
1238 Player::make_invincible()
1240 sound_manager->play("sounds/invincible_start.ogg");
1241 invincible_timer.start(TUX_INVINCIBLE_TIME);
1242 Sector::current()->play_music(HERRING_MUSIC);
1247 Player::kill(bool completely)
1249 if(dying || deactivated)
1252 if(!completely && (safe_timer.started() || invincible_timer.started()))
1257 if (climbing) stop_climbing(*climbing);
1259 physic.set_velocity_x(0);
1261 if(!completely && is_big()) {
1262 sound_manager->play("sounds/hurt.wav");
1264 if(player_status->bonus == FIRE_BONUS
1265 || player_status->bonus == ICE_BONUS) {
1266 safe_timer.start(TUX_SAFE_TIME);
1267 set_bonus(GROWUP_BONUS, true);
1268 } else if(player_status->bonus == GROWUP_BONUS) {
1269 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1270 adjust_height(30.8f);
1272 backflipping = false;
1273 set_bonus(NO_BONUS, true);
1274 } else if(player_status->bonus == NO_BONUS) {
1275 safe_timer.start(TUX_SAFE_TIME);
1276 adjust_height(30.8f);
1280 sound_manager->play("sounds/kill.wav");
1282 // do not die when in edit mode
1284 set_ghost_mode(true);
1288 if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
1290 for (int i = 0; i < 5; i++)
1292 // the numbers: starting x, starting y, velocity y
1293 Sector::current()->add_object(new FallingCoin(get_pos() +
1294 Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
1295 systemRandom.rand(-100,100)));
1297 player_status->coins -= std::max(player_status->coins/10, 25);
1301 GameSession::current()->set_reset_point("", Vector());
1303 physic.enable_gravity(true);
1304 physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
1306 invincible_timer.stop();
1307 physic.set_acceleration(0, 0);
1308 physic.set_velocity(0, -700);
1309 set_bonus(NO_BONUS, true);
1311 dying_timer.start(3.0);
1312 set_group(COLGROUP_DISABLED);
1314 Sector::current()->effect->fade_out(3.0);
1315 sound_manager->stop_music(3.0);
1320 Player::move(const Vector& vector)
1324 // TODO: do we need the following? Seems irrelevant to moving the player
1326 set_size(31.8f, 63.8f);
1328 set_size(31.8f, 31.8f);
1330 backflipping = false;
1331 last_ground_y = vector.y;
1332 if (climbing) stop_climbing(*climbing);
1338 Player::check_bounds(Camera* camera)
1340 /* Keep tux in sector bounds: */
1341 if (get_pos().x < 0) {
1342 // Lock Tux to the size of the level, so that he doesn't fall off
1344 set_pos(Vector(0, get_pos().y));
1347 if (get_bbox().get_right() > Sector::current()->get_width()) {
1348 // Lock Tux to the size of the level, so that he doesn't fall off
1350 set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
1353 /* fallen out of the level? */
1354 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1359 // can happen if back scrolling is disabled
1360 if(get_pos().x < camera->get_translation().x) {
1361 set_pos(Vector(camera->get_translation().x, get_pos().y));
1363 if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
1366 camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
1372 Player::add_velocity(const Vector& velocity)
1374 physic.set_velocity(physic.get_velocity() + velocity);
1378 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1380 if (end_speed.x > 0)
1381 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1382 if (end_speed.x < 0)
1383 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1384 if (end_speed.y > 0)
1385 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1386 if (end_speed.y < 0)
1387 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1391 Player::get_velocity()
1393 return physic.get_velocity();
1397 Player::bounce(BadGuy& )
1399 if(controller->hold(Controller::JUMP))
1400 physic.set_velocity_y(-520);
1402 physic.set_velocity_y(-300);
1405 //scripting Functions Below
1408 Player::deactivate()
1413 physic.set_velocity_x(0);
1414 physic.set_velocity_y(0);
1415 physic.set_acceleration_x(0);
1416 physic.set_acceleration_y(0);
1417 if (climbing) stop_climbing(*climbing);
1425 deactivated = false;
1428 void Player::walk(float speed)
1430 physic.set_velocity_x(speed);
1434 Player::set_ghost_mode(bool enable)
1436 if (ghost_mode == enable)
1439 if (climbing) stop_climbing(*climbing);
1443 set_group(COLGROUP_DISABLED);
1444 physic.enable_gravity(false);
1445 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1448 set_group(COLGROUP_MOVING);
1449 physic.enable_gravity(true);
1450 log_debug << "You feel solid again." << std::endl;
1455 Player::set_edit_mode(bool enable)
1461 Player::start_climbing(Climbable& climbable)
1463 if (climbing == &climbable) return;
1465 climbing = &climbable;
1466 physic.enable_gravity(false);
1467 physic.set_velocity(0, 0);
1468 physic.set_acceleration(0, 0);
1472 Player::stop_climbing(Climbable& /*climbable*/)
1474 if (!climbing) return;
1478 if (grabbed_object) {
1479 grabbed_object->ungrab(*this, dir);
1480 grabbed_object = NULL;
1483 physic.enable_gravity(true);
1484 physic.set_velocity(0, 0);
1485 physic.set_acceleration(0, 0);
1487 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1488 on_ground_flag = true;
1489 // TODO: This won't help. Why?
1495 Player::handle_input_climbing()
1498 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1504 if (controller->hold(Controller::LEFT)) {
1508 if (controller->hold(Controller::RIGHT)) {
1512 if (controller->hold(Controller::UP)) {
1515 if (controller->hold(Controller::DOWN)) {
1518 if (controller->hold(Controller::JUMP)) {
1520 stop_climbing(*climbing);
1526 if (controller->hold(Controller::ACTION)) {
1527 stop_climbing(*climbing);
1530 physic.set_velocity(vx, vy);
1531 physic.set_acceleration(0, 0);