From: Wolfgang Becker Date: Fri, 26 Mar 2010 19:36:57 +0000 (+0000) Subject: Cleanup: X-Git-Url: https://git.octo.it/?a=commitdiff_plain;h=60242a250de642a6587c27f3d58690e691c610dd;hp=68bcc2e72b9a88aac7d47a0918a151e7efb61d2c;p=supertux.git Cleanup: * use constants to describe Tux's collision rectangle * no more output on moving unmapped joystick axis SVN-Revision: 6626 --- diff --git a/src/control/joystickkeyboardcontroller.cpp b/src/control/joystickkeyboardcontroller.cpp index ecf99fe3f..de414fadc 100644 --- a/src/control/joystickkeyboardcontroller.cpp +++ b/src/control/joystickkeyboardcontroller.cpp @@ -410,7 +410,7 @@ JoystickKeyboardController::process_axis_event(const SDL_JoyAxisEvent& jaxis) AxisMap::iterator right = joy_axis_map.find(std::make_pair(jaxis.which, axis)); if(left == joy_axis_map.end()) { - std::cout << "Unmapped joyaxis " << (int)jaxis.axis << " moved" << std::endl; + // std::cout << "Unmapped joyaxis " << (int)jaxis.axis << " moved" << std::endl; } else { if (jaxis.value < -dead_zone) set_joy_controls(left->second, true); @@ -421,7 +421,7 @@ JoystickKeyboardController::process_axis_event(const SDL_JoyAxisEvent& jaxis) } if(right == joy_axis_map.end()) { - std::cout << "Unmapped joyaxis " << (int)jaxis.axis << " moved" << std::endl; + // std::cout << "Unmapped joyaxis " << (int)jaxis.axis << " moved" << std::endl; } else { if (jaxis.value < -dead_zone) set_joy_controls(right->second, false); diff --git a/src/object/player.cpp b/src/object/player.cpp index 397aa54ec..55ffc0080 100644 --- a/src/object/player.cpp +++ b/src/object/player.cpp @@ -99,6 +99,13 @@ static const float JUMP_EARLY_APEX_FACTOR = 3.0; 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) */ +/* Tux's collision rectangle */ +static const float TUX_WIDTH = 31.8f; +static const float RUNNING_TUX_WIDTH = 34; +static const float SMALL_TUX_HEIGHT = 30.8f; +static const float BIG_TUX_HEIGHT = 62.8f; +static const float DUCKED_TUX_HEIGHT = 31.8f; + bool no_water = true; } @@ -182,9 +189,9 @@ void Player::init() { if(is_big()) - set_size(31.8f, 62.8f); + set_size(TUX_WIDTH, BIG_TUX_HEIGHT); else - set_size(31.8f, 30.8f); + set_size(TUX_WIDTH, SMALL_TUX_HEIGHT); dir = RIGHT; old_dir = dir; @@ -285,6 +292,7 @@ Player::adjust_height(float new_height) bbox2.move(Vector(0, bbox.get_height() - new_height)); bbox2.set_height(new_height); + if(new_height > bbox.get_height()) { Rectf additional_space = bbox2; additional_space.set_height(new_height - bbox.get_height()); @@ -331,9 +339,9 @@ Player::update(float elapsed_time) // extend/shrink tux collision rectangle so that we fall through/walk over 1 // tile holes if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) { - set_width(34); + set_width(RUNNING_TUX_WIDTH); } else { - set_width(31.8f); + set_width(TUX_WIDTH); } // on downward slopes, adjust vertical velocity so tux walks smoothly down @@ -566,7 +574,7 @@ Player::do_duck() { if (does_buttjump) return; - if (adjust_height(31.8f)) { + if (adjust_height(DUCKED_TUX_HEIGHT)) { duck = true; growing = false; unduck_hurt_timer.stop(); @@ -584,7 +592,7 @@ Player::do_standup() { if (backflipping) return; - if (adjust_height(63.8f)) { + if (adjust_height(BIG_TUX_HEIGHT)) { duck = false; unduck_hurt_timer.stop(); } else { @@ -946,8 +954,8 @@ Player::add_bonus(BonusType type, bool animate) bool Player::set_bonus(BonusType type, bool animate) { - if(player_status->bonus == NO_BONUS) { - if (!adjust_height(62.8f)) { + if((player_status->bonus == NO_BONUS) && (type != NO_BONUS)) { + if (!adjust_height(BIG_TUX_HEIGHT)) { printf("can't adjust\n"); return false; } @@ -1271,13 +1279,13 @@ Player::kill(bool completely) set_bonus(GROWUP_BONUS, true); } else if(player_status->bonus == GROWUP_BONUS) { safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */); - adjust_height(30.8f); + adjust_height(SMALL_TUX_HEIGHT); duck = false; backflipping = false; set_bonus(NO_BONUS, true); } else if(player_status->bonus == NO_BONUS) { safe_timer.start(TUX_SAFE_TIME); - adjust_height(30.8f); + adjust_height(SMALL_TUX_HEIGHT); duck = false; } } else { @@ -1311,11 +1319,11 @@ Player::move(const Vector& vector) { set_pos(vector); - // TODO: do we need the following? Seems irrelevant to moving the player + // Reset size to get correct hitbox if Tux was eg. ducked before moving if(is_big()) - set_size(31.8f, 63.8f); + set_size(TUX_WIDTH, BIG_TUX_HEIGHT); else - set_size(31.8f, 31.8f); + set_size(TUX_WIDTH, SMALL_TUX_HEIGHT); duck = false; backflipping = false; last_ground_y = vector.y;