static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
static const float SHOOTING_TIME = .150f;
static const float GLIDE_TIME_PER_FLOWER = 0.5f;
+static const float STONE_TIME_PER_FLOWER = 2.0f;
/** number of idle stages, including standing */
static const unsigned int IDLE_STAGE_COUNT = 5;
backflip_direction(),
peekingX(),
peekingY(),
- glide_time(),
+ ability_time(),
stone(),
swimming(),
speedlimit(),
jump_early_apex(),
on_ice(),
ice_this_frame(),
- light(1.0f,1.0f,1.0f),
- lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-tiny.sprite")),
+ lightsprite(SpriteManager::current()->create("images/creatures/tux/light.sprite")),
+ powersprite(SpriteManager::current()->create("images/creatures/tux/powerups.sprite")),
dir(),
old_dir(),
last_ground_y(),
SoundManager::current()->preload("sounds/skid.wav");
SoundManager::current()->preload("sounds/flip.wav");
SoundManager::current()->preload("sounds/invincible_start.ogg");
- SoundManager::current()->preload("sounds/splash.ogg");
+ SoundManager::current()->preload("sounds/splash.wav");
init();
}
backflipping = false;
backflip_direction = 0;
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
visible = true;
- glide_time = 0;
+ ability_time = 0;
stone = false;
swimming = false;
on_ice = false;
backflipping = false;
backflip_direction = 0;
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
GameSession::current()->start_sequence(sequence_name);
}
if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
//rotate sprite during flip
sprite->set_angle(sprite->get_angle() + (dir==LEFT?1:-1) * elapsed_time * (360.0f / 0.5f));
+ if (player_status->bonus == EARTH_BONUS || player_status->bonus == AIR_BONUS) {
+ powersprite->set_angle(sprite->get_angle());
+ if (player_status->bonus == EARTH_BONUS)
+ lightsprite->set_angle(sprite->get_angle());
+ }
}
// set fall mode...
if (backflipping && (backflip_timer.get_timegone() > 0.15f)) {
backflipping = false;
backflip_direction = 0;
- sprite->set_angle(0.0f);
+ physic.set_velocity_x(0);
+ if (!stone) {
+ sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
+ }
// if controls are currently deactivated, we take care of standing up ourselves
if (deactivated)
do_standup();
}
if (player_status->bonus == AIR_BONUS)
- glide_time = player_status->max_air_time * GLIDE_TIME_PER_FLOWER;
+ ability_time = player_status->max_air_time * GLIDE_TIME_PER_FLOWER;
}
// calculate movement for this frame
// dust some particles
Sector::current()->add_object(
std::make_shared<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(.4f, .4f, .4f), 3, .8f,
- LAYER_OBJECTS+1));
+ Vector(dir == LEFT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
+ dir == LEFT ? 50 : -70, dir == LEFT ? 70 : -50, 260, 280,
+ Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1));
ax *= 2.5;
} else {
return;
if (backflipping)
return;
+ if (stone)
+ return;
if (adjust_height(BIG_TUX_HEIGHT)) {
duck = false;
}
// airflower glide only when holding jump key
} else if (controller->hold(Controller::JUMP) && player_status->bonus == AIR_BONUS && physic.get_velocity_y() > MAX_GLIDE_YM) {
- if (glide_time > 0 && !ability_timer.started())
- ability_timer.start(glide_time);
+ if (ability_time > 0 && !ability_timer.started())
+ ability_timer.start(ability_time);
else if (ability_timer.started()) {
- log_debug << ability_timer.get_timeleft() << std::endl;
- if (ability_timer.get_timeleft() <= 0.05f) {
- glide_time = 0;
+ // glide stops after some duration or if buttjump is initiated
+ if ((ability_timer.get_timeleft() <= 0.05f) || controller->hold(Controller::DOWN)) {
+ ability_time = 0;
ability_timer.stop();
} else {
physic.set_velocity_y(MAX_GLIDE_YM);
}
}
}
- /*ability_timer.started() ? gliding = true : ability_timer.start(player_status->max_air_time);*/
- //}
+
+
// Let go of jump key
else if(!controller->hold(Controller::JUMP)) {
if (!backflipping && jumping && physic.get_velocity_y() < 0) {
early_jump_apex();
}
if (player_status->bonus == AIR_BONUS && ability_timer.started()){
- glide_time = ability_timer.get_timeleft();
+ ability_time = ability_timer.get_timeleft();
ability_timer.stop();
}
}
}
/* Handle horizontal movement: */
- if (!backflipping) handle_horizontal_input();
+ if (!backflipping && !stone) handle_horizontal_input();
/* Jump/jumping? */
if (on_ground())
can_jump = true;
/* Handle vertical movement: */
- handle_vertical_input();
+ if (!stone) handle_vertical_input();
/* Shoot! */
if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
- if(Sector::current()->add_bullet(
- get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
- : Vector(32, bbox.get_height()/2)),
- player_status,
- physic.get_velocity_x(), dir))
+ if((player_status->bonus == FIRE_BONUS &&
+ Sector::current()->get_active_bullets() < player_status->max_fire_bullets) ||
+ (player_status->bonus == ICE_BONUS &&
+ Sector::current()->get_active_bullets() < player_status->max_ice_bullets))
+ {
+ Vector pos = get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) : Vector(32, bbox.get_height()/2));
+ auto new_bullet = std::make_shared<Bullet>(pos, physic.get_velocity_x(), dir, player_status->bonus);
+ Sector::current()->add_object(new_bullet);
+
+ SoundManager::current()->play("sounds/shoot.wav");
shooting_timer.start(SHOOTING_TIME);
+ }
+ }
+
+ /* Turn to Stone */
+ if (controller->pressed(Controller::DOWN) && player_status->bonus == EARTH_BONUS && !cooldown_timer.started()) {
+ if (controller->hold(Controller::ACTION) && !ability_timer.started()) {
+ ability_timer.start(player_status->max_earth_time * STONE_TIME_PER_FLOWER);
+ powersprite->stop_animation();
+ stone = true;
+ physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
+ }
+ }
+
+ if (stone)
+ apply_friction();
+
+ /* Revert from Stone */
+ if (stone && (!controller->hold(Controller::ACTION) || ability_timer.get_timeleft() <= 0.5f)) {
+ cooldown_timer.start(ability_timer.get_timegone()/2.0f); //The longer stone form is used, the longer until it can be used again
+ ability_timer.stop();
+ sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
+ stone = false;
+ for (int i = 0; i < 8; i++)
+ {
+ Vector ppos = Vector(get_bbox().get_left() + 8 + 16*((int)i/4), get_bbox().get_top() + 16*(i%4));
+ float grey = graphicsRandom.randf(.4f, .8f);
+ Color pcolor = Color(grey, grey, grey);
+ Sector::current()->add_object(std::make_shared<Particles>(ppos, -60, 240, 42, 81, Vector(0, 500),
+ 8, pcolor, 4 + graphicsRandom.randf(-0.4, 0.4),
+ 0.8 + graphicsRandom.randf(0, 0.4), LAYER_OBJECTS+2));
+ }
}
/* Duck or Standup! */
- if (controller->hold(Controller::DOWN)) {
+ if (controller->hold(Controller::DOWN) && !stone) {
do_duck();
} else {
do_standup();
backflipping = false;
backflip_direction = 0;
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
}
}
// make sure the Portable is a MovingObject
MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
assert(moving_object);
- if(moving_object == NULL)
- continue;
// make sure the Portable isn't currently non-solid
if(moving_object->get_group() == COLGROUP_DISABLED) continue;
// ignore GROWUP_BONUS if we're already big
if (type == GROWUP_BONUS) {
- if (!player_status->bonus == NO_BONUS)
+ if (player_status->bonus != NO_BONUS)
return true;
}
Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
Vector paccel = Vector(0, 1000);
std::string action = (dir==LEFT)?"left":"right";
- Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
+ Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/airtux-hat.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
if (climbing) stop_climbing(*climbing);
}
if ((player_status->bonus == EARTH_BONUS) && (animate)) {
Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
Vector paccel = Vector(0, 1000);
std::string action = (dir==LEFT)?"left":"right";
- Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
+ Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/earthtux-hardhat.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
if (climbing) stop_climbing(*climbing);
}
player_status->max_fire_bullets = 0;
else if (player_status->bonus == ICE_BONUS)
sa_prefix = "ice";
else if (player_status->bonus == AIR_BONUS)
- sa_prefix = "ice";
+ sa_prefix = "air";
else if (player_status->bonus == EARTH_BONUS)
- sa_prefix = "fire";
+ sa_prefix = "earth";
else
sa_prefix = "small";
// do_duck() will take care of cancelling growing manually
// update() will take care of cancelling when growing completed
}
+ else if (stone) {
+ sprite->set_action(sprite->get_action()+"-stone");
+ }
else if (climbing) {
sprite->set_action(sa_prefix+"-climbing"+sa_postfix);
}
}
}
+ /* Set Tux powerup sprite action */
+ if (player_status->bonus == EARTH_BONUS) {
+ powersprite->set_action(sprite->get_action());
+ lightsprite->set_action(sprite->get_action());
+ } else if (player_status->bonus == AIR_BONUS)
+ powersprite->set_action(sprite->get_action());
+
/*
// Tux is holding something
if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
/* Draw Tux */
if (safe_timer.started() && size_t(game_time*40)%2)
; // don't draw Tux
- else {
- sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
- // illuminate Tux in dark areas with earthflower bonus
- context.get_light( get_bbox().get_middle(), &light );
- if (light.red + light.green + light.blue < 3.0 && player_status->bonus == EARTH_BONUS){
- context.push_target();
- context.set_target(DrawingContext::LIGHTMAP);
- lightsprite->draw(context, get_pos() + Vector(dir==LEFT ? 0 : 32, 0), 0);
- context.pop_target();
+ else if (player_status->bonus == EARTH_BONUS){ // draw special effects with earthflower bonus
+ // shake at end of maximum stone duration
+ Vector shake_delta = (stone && ability_timer.get_timeleft() < 1.0f) ? Vector(graphicsRandom.rand(-3,3), 0) : Vector(0,0);
+ sprite->draw(context, get_pos() + shake_delta, LAYER_OBJECTS + 1);
+ // draw hardhat
+ powersprite->draw(context, get_pos() + shake_delta, LAYER_OBJECTS + 1);
+ // light
+ context.push_target();
+ context.set_target(DrawingContext::LIGHTMAP);
+ lightsprite->draw(context, get_pos(), 0);
+ context.pop_target();
+ // give an indicator that stone form cannot be used for a while
+ if (cooldown_timer.started() && graphicsRandom.rand(0, 4) == 0) {
+ float px = graphicsRandom.randf(bbox.p1.x, bbox.p2.x);
+ float py = bbox.p2.y+8;
+ Vector ppos = Vector(px, py);
+ Sector::current()->add_object(std::make_shared<SpriteParticle>(
+ "images/objects/particles/sparkle.sprite", "dark",
+ ppos, ANCHOR_MIDDLE, Vector(0, 0), Vector(0, 0), LAYER_OBJECTS+1+5));
}
}
+ else {
+ if(dying)
+ sprite->draw(context, get_pos(), Sector::current()->get_foremost_layer() + 1);
+ else
+ sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
+
+ if (player_status->bonus == AIR_BONUS)
+ powersprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
+ }
}
if( tile_attributes & Tile::WATER ){
swimming = true;
no_water = false;
- SoundManager::current()->play( "sounds/splash.ogg" );
+ SoundManager::current()->play( "sounds/splash.wav" );
}
}
#endif
on_ground_flag = false;
Sector::current()->add_object(std::make_shared<Particles>(
Vector(get_bbox().p2.x, get_bbox().p2.y),
- 270+20, 270+40,
- Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
- LAYER_OBJECTS+1));
+ 50, 70, 260, 280, Vector(0, 300), 3,
+ Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1));
Sector::current()->add_object(std::make_shared<Particles>(
Vector(get_bbox().p1.x, get_bbox().p2.y),
- 90-40, 90-20,
- Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
- LAYER_OBJECTS+1));
+ -70, -50, 260, 280, Vector(0, 300), 3,
+ Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1));
Sector::current()->camera->shake(.1f, 0, 5);
}
if(badguy != NULL) {
if(safe_timer.started() || invincible_timer.started())
return FORCE_MOVE;
+ if(stone)
+ return ABORT_MOVE;
return CONTINUE;
}
if(dying || deactivated || is_winning() )
return;
- if(!completely && (safe_timer.started() || invincible_timer.started()))
+ if(!completely && (safe_timer.started() || invincible_timer.started() || stone))
return;
growing = false;
physic.set_velocity_x(0);
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
if(!completely && is_big()) {
SoundManager::current()->play("sounds/hurt.wav");
duck = false;
backflipping = false;
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
set_bonus(NO_BONUS, true);
} else if(player_status->bonus == NO_BONUS) {
safe_timer.start(TUX_SAFE_TIME);
duck = false;
backflipping = false;
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
last_ground_y = vector.y;
if (climbing) stop_climbing(*climbing);
void
Player::bounce(BadGuy& )
{
- if(controller->hold(Controller::JUMP))
- physic.set_velocity_y(-520);
- else
- physic.set_velocity_y(-300);
+ if(!(player_status->bonus == AIR_BONUS))
+ physic.set_velocity_y(controller->hold(Controller::JUMP) ? -520 : -300);
+ else {
+ physic.set_velocity_y(controller->hold(Controller::JUMP) ? -580 : -340);
+ ability_time = player_status->max_air_time * GLIDE_TIME_PER_FLOWER;
+ }
}
//scripting Functions Below
backflipping = false;
backflip_direction = 0;
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
}
}