#include "object/sprite_particle.hpp"
static const int TILES_FOR_BUTTJUMP = 3;
-static const float SHOOTING_TIME = .150;
+static const float SHOOTING_TIME = .150f;
/// time before idle animation starts
-static const float IDLE_TIME = 2.5;
+static const float IDLE_TIME = 2.5f;
static const float WALK_ACCELERATION_X = 300;
static const float RUN_ACCELERATION_X = 400;
static const float SKID_XM = 200;
-static const float SKID_TIME = .3;
+static const float SKID_TIME = .3f;
static const float MAX_WALK_XM = 230;
static const float MAX_RUN_XM = 320;
static const float WALK_SPEED = 100;
-static const float KICK_TIME = .3;
-static const float CHEER_TIME = 1;
+static const float KICK_TIME = .3f;
+static const float CHEER_TIME = 1.0f;
-static const float UNDUCK_HURT_TIME = 0.25; /**< if Tux cannot unduck for this long, he will get hurt */
+static const float UNDUCK_HURT_TIME = 0.25f; /**< if Tux cannot unduck for this long, he will get hurt */
// growing animation
Surface* growingtux_left[GROWING_FRAMES];
smalltux_gameover = sprite_manager->create("images/creatures/tux_small/smalltux-gameover.sprite");
smalltux_star = sprite_manager->create("images/creatures/tux_small/smalltux-star.sprite");
bigtux_star = sprite_manager->create("images/creatures/tux_big/bigtux-star.sprite");
+ airarrow.reset(new Surface("images/engine/hud/airarrow.png"));
sound_manager->preload("sounds/bigjump.wav");
sound_manager->preload("sounds/jump.wav");
Player::init()
{
if(is_big())
- set_size(31.8, 62.8);
+ set_size(31.8f, 62.8f);
else
- set_size(31.8, 30.8);
+ set_size(31.8f, 30.8f);
dir = RIGHT;
old_dir = dir;
backflip_direction = 0;
visible = true;
swimming = false;
+ speedlimit = 0; //no special limit
on_ground_flag = false;
grabbed_object = NULL;
Scripting::unexpose_object(vm, table_idx, name);
}
+float
+Player::get_speedlimit()
+{
+ return speedlimit;
+}
+
+void
+Player::set_speedlimit(float newlimit)
+{
+ speedlimit=newlimit;
+}
+
void
Player::set_controller(Controller* controller)
{
if(new_height > bbox.get_height()) {
Rect additional_space = bbox2;
additional_space.set_height(new_height - bbox.get_height());
- if(!Sector::current()->is_free_of_statics(additional_space, this))
+ if(!Sector::current()->is_free_of_statics(additional_space, this, true))
return false;
}
}
void
+Player::trigger_sequence(std::string sequence_name)
+{
+ GameSession::current()->start_sequence(sequence_name);
+}
+
+void
Player::update(float elapsed_time)
{
if( no_water ){
if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
set_width(34);
} else {
- set_width(31.8);
+ set_width(31.8f);
}
// on downward slopes, adjust vertical velocity so tux walks smoothly down
physic.set_acceleration_x(0);
} else if(physic.get_velocity_x() < 0) {
physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5);
- } else {
+ } else if(physic.get_velocity_x() > 0) {
physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
}
}
}
}
- // only run if action key is pressed and we're not holding anything
- if (!(controller->hold(Controller::ACTION) && (!grabbed_object))) {
+ // do not run if action key is pressed or we're holding something
+ // so tux can only walk while shooting
+ if ( controller->hold(Controller::ACTION) || grabbed_object ) {
ax = dirsign * WALK_ACCELERATION_X;
// limit speed
if(vx >= MAX_WALK_XM && dirsign > 0) {
ax = 0;
}
} else {
- ax = dirsign * RUN_ACCELERATION_X;
+ if( vx * dirsign < MAX_WALK_XM ) {
+ ax = dirsign * WALK_ACCELERATION_X;
+ } else {
+ ax = dirsign * RUN_ACCELERATION_X;
+ }
// limit speed
if(vx >= MAX_RUN_XM && dirsign > 0) {
vx = MAX_RUN_XM;
vx = dirsign * WALK_SPEED;
}
+ //Check speedlimit.
+ if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
+ vx = dirsign * speedlimit;
+ ax = 0;
+ }
+
// changing directions?
if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
// let's skid!
new Particles(
Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
- Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8,
+ Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
LAYER_OBJECTS+1));
ax *= 2.5;
if (!on_ground())
return;
- if (adjust_height(31.8)) {
+ if (adjust_height(31.8f)) {
duck = true;
unduck_hurt_timer.stop();
} else {
if (backflipping)
return;
- if (adjust_height(63.8)) {
+ if (adjust_height(63.8f)) {
duck = false;
unduck_hurt_timer.stop();
} else {
backflipping = true;
do_jump(-580);
sound_manager->play("sounds/flip.wav");
- backflip_timer.start(0.15);
+ backflip_timer.start(0.15f);
}
void
if(controller->pressed(Controller::JUMP) && (can_jump)) {
if (duck) {
// when running, only jump a little bit; else do a backflip
- if (physic.get_velocity_x() != 0) do_jump(-300); else do_backflip();
+ if ((physic.get_velocity_x() != 0) || (controller->hold(Controller::LEFT)) || (controller->hold(Controller::RIGHT))) do_jump(-300); else do_backflip();
} else {
// jump a bit higher if we are running; else do a normal jump
if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
bbox.get_height()*0.66666 - 32);
Rect dest(pos, pos + Vector(32, 32));
- if(Sector::current()->is_free_of_statics(dest)) {
+ if(Sector::current()->is_free_of_movingstatics(dest)) {
MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
if(moving_object) {
moving_object->set_pos(pos);
}
}
-void
+void
Player::try_grab()
{
if(controller->hold(Controller::ACTION) && !grabbed_object
player_status->add_coins(count);
}
+int
+Player::get_coins()
+{
+ return player_status->coins;
+}
+
bool
Player::add_bonus(const std::string& bonustype)
{
Player::set_bonus(BonusType type, bool animate)
{
if(player_status->bonus == NO_BONUS) {
- if (!adjust_height(62.8)) {
+ if (!adjust_height(62.8f)) {
printf("can't adjust\n");
return false;
}
if(!visible)
return;
+ // if Tux is above camera, draw little "air arrow" to show where he is x-wise
+ if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
+ float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
+ float py = Sector::current()->camera->get_translation().y;
+ py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
+ context.draw_surface(airarrow.get(), Vector(px, py), LAYER_HUD - 1);
+ }
+
TuxBodyParts* tux_body;
if (player_status->bonus == GROWUP_BONUS)
floor_normal = hit.slope_normal;
} else if(hit.top) {
if(physic.get_velocity_y() < 0)
- physic.set_velocity_y(.2);
+ physic.set_velocity_y(.2f);
}
if(hit.left || hit.right) {
}
if(hit.left || hit.right) {
- physic.set_velocity_x(0);
try_grab(); //grab objects right now, in update it will be too late
}
#ifdef DEBUG
physic.set_velocity_x(0);
- if(!completely && is_big()) {
+ if(!completely && (is_big() || growing_timer.started())) {
if(player_status->bonus == FIRE_BONUS
|| player_status->bonus == ICE_BONUS) {
safe_timer.start(TUX_SAFE_TIME);
set_bonus(GROWUP_BONUS, true);
- } else {
+ } else if(player_status->bonus == GROWUP_BONUS) {
//growing_timer.start(GROWING_TIME);
safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
- adjust_height(30.8);
+ adjust_height(30.8f);
duck = false;
set_bonus(NO_BONUS, true);
+ } else if(player_status->bonus == NO_BONUS) {
+ growing_timer.stop();
+ safe_timer.start(TUX_SAFE_TIME);
+ adjust_height(30.8f);
+ duck = false;
}
} else {
for (int i = 0; (i < 5) && (i < player_status->coins); i++)
// TODO: do we need the following? Seems irrelevant to moving the player
if(is_big())
- set_size(31.8, 63.8);
+ set_size(31.8f, 63.8f);
else
- set_size(31.8, 31.8);
+ set_size(31.8f, 31.8f);
duck = false;
last_ground_y = vector.y;