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/input_manager.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 float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
44 static const float SHOOTING_TIME = .150f;
45 static const float GLIDE_TIME_PER_FLOWER = 0.5f;
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 /** bonus run velocity addition (pixel/s) */
77 static const float BONUS_RUN_XM = 80;
78 /** maximum horizontal climb velocity */
79 static const float MAX_CLIMB_XM = 96;
80 /** maximum vertical climb velocity */
81 static const float MAX_CLIMB_YM = 128;
82 /** maximum vertical glide velocity */
83 static const float MAX_GLIDE_YM = 128;
84 /** instant velocity when tux starts to walk */
85 static const float WALK_SPEED = 100;
87 /** multiplied by WALK_ACCELERATION to give friction */
88 static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
89 /** multiplied by WALK_ACCELERATION to give friction */
90 static const float ICE_FRICTION_MULTIPLIER = 0.1f;
91 static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
93 /** time of the kick (kicking mriceblock) animation */
94 static const float KICK_TIME = .3f;
96 /** if Tux cannot unduck for this long, he will get hurt */
97 static const float UNDUCK_HURT_TIME = 0.25f;
98 /** gravity is higher after the jump key is released before
99 the apex of the jump is reached */
100 static const float JUMP_EARLY_APEX_FACTOR = 3.0;
102 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) */
104 /* Tux's collision rectangle */
105 static const float TUX_WIDTH = 31.8f;
106 static const float RUNNING_TUX_WIDTH = 34;
107 static const float SMALL_TUX_HEIGHT = 30.8f;
108 static const float BIG_TUX_HEIGHT = 62.8f;
109 static const float DUCKED_TUX_HEIGHT = 31.8f;
111 bool no_water = true;
114 Player::Player(PlayerStatus* _player_status, const std::string& name_) :
117 scripting_controller(),
118 player_status(_player_status),
124 backflip_direction(),
131 scripting_controller_old(0),
135 light(1.0f,1.0f,1.0f),
136 lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-tiny.sprite")),
159 grabbed_object(NULL),
171 controller = InputManager::current()->get_controller();
172 scripting_controller.reset(new CodeController());
173 // if/when we have complete penny gfx, we can
174 // load those instead of Tux's sprite in the
176 sprite = SpriteManager::current()->create("images/creatures/tux/tux.sprite");
177 airarrow = Surface::create("images/engine/hud/airarrow.png");
178 idle_timer.start(IDLE_TIME[0]/1000.0f);
180 SoundManager::current()->preload("sounds/bigjump.wav");
181 SoundManager::current()->preload("sounds/jump.wav");
182 SoundManager::current()->preload("sounds/hurt.wav");
183 SoundManager::current()->preload("sounds/kill.wav");
184 SoundManager::current()->preload("sounds/skid.wav");
185 SoundManager::current()->preload("sounds/flip.wav");
186 SoundManager::current()->preload("sounds/invincible_start.ogg");
187 SoundManager::current()->preload("sounds/splash.ogg");
194 if (climbing) stop_climbing(*climbing);
201 set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
203 set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
215 fall_mode = ON_GROUND;
217 jump_early_apex = false;
219 wants_buttjump = false;
220 does_buttjump = false;
223 backflipping = false;
224 backflip_direction = 0;
225 sprite->set_angle(0.0f);
231 ice_this_frame = false;
232 speedlimit = 0; //no special limit
233 lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
235 on_ground_flag = false;
236 grabbed_object = NULL;
244 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
249 scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
253 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
258 scripting::unexpose_object(vm, table_idx, name);
262 Player::get_speedlimit()
268 Player::set_speedlimit(float newlimit)
274 Player::set_controller(Controller* controller_)
276 this->controller = controller_;
280 Player::set_winning()
282 if( ! is_winning() ){
284 invincible_timer.start(10000.0f);
289 Player::use_scripting_controller(bool use_or_release)
291 if ((use_or_release == true) && (controller != scripting_controller.get())) {
292 scripting_controller_old = get_controller();
293 set_controller(scripting_controller.get());
295 if ((use_or_release == false) && (controller == scripting_controller.get())) {
296 set_controller(scripting_controller_old);
297 scripting_controller_old = 0;
302 Player::do_scripting_controller(std::string control, bool pressed)
304 for(int i = 0; Controller::controlNames[i] != 0; ++i) {
305 if(control == std::string(Controller::controlNames[i])) {
306 scripting_controller->press(Controller::Control(i), pressed);
312 Player::adjust_height(float new_height)
315 bbox2.move(Vector(0, bbox.get_height() - new_height));
316 bbox2.set_height(new_height);
319 if(new_height > bbox.get_height()) {
320 Rectf additional_space = bbox2;
321 additional_space.set_height(new_height - bbox.get_height());
322 if(!Sector::current()->is_free_of_statics(additional_space, this, true))
326 // adjust bbox accordingly
327 // note that we use members of moving_object for this, so we can run this during CD, too
329 set_size(bbox2.get_width(), bbox2.get_height());
334 Player::trigger_sequence(std::string sequence_name)
336 if (climbing) stop_climbing(*climbing);
337 backflipping = false;
338 backflip_direction = 0;
339 sprite->set_angle(0.0f);
340 GameSession::current()->start_sequence(sequence_name);
344 Player::update(float elapsed_time)
351 if(dying && dying_timer.check()) {
352 set_bonus(NO_BONUS, true);
357 if(!dying && !deactivated)
361 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
366 // extend/shrink tux collision rectangle so that we fall through/walk over 1
368 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
369 set_width(RUNNING_TUX_WIDTH);
371 set_width(TUX_WIDTH);
374 // on downward slopes, adjust vertical velocity so tux walks smoothly down
375 if (on_ground() && !dying) {
376 if(floor_normal.y != 0) {
377 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
378 physic.set_velocity_y(250);
383 // handle backflipping
384 if (backflipping && !dying) {
385 //prevent player from changing direction when backflipping
386 dir = (backflip_direction == 1) ? LEFT : RIGHT;
387 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
388 //rotate sprite during flip
389 sprite->set_angle(sprite->get_angle() + (dir==LEFT?1:-1) * elapsed_time * (360.0f / 0.5f));
394 fall_mode = ON_GROUND;
395 last_ground_y = get_pos().y;
397 if(get_pos().y > last_ground_y)
399 else if(fall_mode == ON_GROUND)
403 // check if we landed
406 if (backflipping && (backflip_timer.get_timegone() > 0.15f)) {
407 backflipping = false;
408 backflip_direction = 0;
409 sprite->set_angle(0.0f);
411 // if controls are currently deactivated, we take care of standing up ourselves
415 if (player_status->bonus == AIR_BONUS)
416 glide_time = player_status->max_air_time * GLIDE_TIME_PER_FLOWER;
419 // calculate movement for this frame
420 movement = physic.get_movement(elapsed_time);
422 if(grabbed_object != NULL && !dying) {
423 position_grabbed_object();
426 if(grabbed_object != NULL && dying){
427 grabbed_object->ungrab(*this, dir);
428 grabbed_object = NULL;
431 if(!ice_this_frame && on_ground())
434 on_ground_flag = false;
435 ice_this_frame = false;
437 // when invincible, spawn particles
438 if (invincible_timer.started())
440 if (graphicsRandom.rand(0, 2) == 0) {
441 float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
442 float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
443 Vector ppos = Vector(px, py);
444 Vector pspeed = Vector(0, 0);
445 Vector paccel = Vector(0, 0);
446 Sector::current()->add_object(std::make_shared<SpriteParticle>(
447 "images/objects/particles/sparkle.sprite",
448 // draw bright sparkle when there is lots of time left,
449 // dark sparkle when invincibility is about to end
450 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
451 // make every other a longer sparkle to make trail a bit fuzzy
452 (size_t(game_time*20)%2) ? "small" : "medium"
454 "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
459 if (sprite->animation_done()) growing = false;
462 // when climbing animate only while moving
464 if((physic.get_velocity_x()==0)&&(physic.get_velocity_y()==0))
465 sprite->stop_animation();
467 sprite->set_animation_loops(-1);
475 return on_ground_flag;
481 if(player_status->bonus == NO_BONUS)
488 Player::apply_friction()
490 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
491 physic.set_velocity_x(0);
492 physic.set_acceleration_x(0);
494 float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
495 if(physic.get_velocity_x() < 0) {
496 physic.set_acceleration_x(friction);
497 } else if(physic.get_velocity_x() > 0) {
498 physic.set_acceleration_x(-friction);
499 } // no friction for physic.get_velocity_x() == 0
504 Player::handle_horizontal_input()
506 float vx = physic.get_velocity_x();
507 float vy = physic.get_velocity_y();
508 float ax = physic.get_acceleration_x();
509 float ay = physic.get_acceleration_y();
512 if(!duck || physic.get_velocity_y() != 0) {
513 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
517 } else if(!controller->hold(Controller::LEFT)
518 && controller->hold(Controller::RIGHT)) {
525 // do not run if we're holding something which slows us down
526 if ( grabbed_object && grabbed_object->is_hampering() ) {
527 ax = dirsign * WALK_ACCELERATION_X;
529 if(vx >= MAX_WALK_XM && dirsign > 0) {
532 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
537 if( vx * dirsign < MAX_WALK_XM ) {
538 ax = dirsign * WALK_ACCELERATION_X;
540 ax = dirsign * RUN_ACCELERATION_X;
543 if(vx >= MAX_RUN_XM + BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0) && dirsign > 0) {
544 vx = MAX_RUN_XM + BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0);
546 } else if(vx <= -MAX_RUN_XM - BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0) && dirsign < 0) {
547 vx = -MAX_RUN_XM - BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0);
552 // we can reach WALK_SPEED without any acceleration
553 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
554 vx = dirsign * WALK_SPEED;
558 if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
559 vx = dirsign * speedlimit;
563 // changing directions?
564 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
566 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
567 skidding_timer.start(SKID_TIME);
568 SoundManager::current()->play("sounds/skid.wav");
569 // dust some particles
570 Sector::current()->add_object(
571 std::make_shared<Particles>(
572 Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
573 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
574 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
584 ax *= ICE_ACCELERATION_MULTIPLIER;
587 physic.set_velocity(vx, vy);
588 physic.set_acceleration(ax, ay);
590 // we get slower when not pressing any keys
612 if (physic.get_velocity_y() != 0)
619 if (adjust_height(DUCKED_TUX_HEIGHT)) {
622 unduck_hurt_timer.stop();
629 Player::do_standup() {
637 if (adjust_height(BIG_TUX_HEIGHT)) {
639 unduck_hurt_timer.stop();
641 // if timer is not already running, start it.
642 if (unduck_hurt_timer.get_period() == 0) {
643 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
645 else if (unduck_hurt_timer.check()) {
653 Player::do_backflip() {
659 backflip_direction = (dir == LEFT)?(+1):(-1);
661 do_jump((player_status->bonus == AIR_BONUS) ? -720 : -580);
662 SoundManager::current()->play("sounds/flip.wav");
663 backflip_timer.start(TUX_BACKFLIP_TIME);
667 Player::do_jump(float yspeed) {
671 physic.set_velocity_y(yspeed);
672 //bbox.move(Vector(0, -1));
674 on_ground_flag = false;
679 SoundManager::current()->play("sounds/bigjump.wav");
681 SoundManager::current()->play("sounds/jump.wav");
686 Player::early_jump_apex()
688 if (!jump_early_apex)
690 jump_early_apex = true;
691 physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
696 Player::do_jump_apex()
700 jump_early_apex = false;
701 physic.set_gravity_modifier(1.0f);
706 Player::handle_vertical_input()
709 if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
710 if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
711 jump_button_timer.stop();
713 // when running, only jump a little bit; else do a backflip
714 if ((physic.get_velocity_x() != 0) ||
715 (controller->hold(Controller::LEFT)) ||
716 (controller->hold(Controller::RIGHT)))
725 // airflower allows for higher jumps-
726 // jump a bit higher if we are running; else do a normal jump
727 if(player_status->bonus == AIR_BONUS)
728 do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -620 : -580);
730 do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -580 : -520);
732 // airflower glide only when holding jump key
733 } else if (controller->hold(Controller::JUMP) && player_status->bonus == AIR_BONUS && physic.get_velocity_y() > MAX_GLIDE_YM) {
734 if (glide_time > 0 && !ability_timer.started())
735 ability_timer.start(glide_time);
736 else if (ability_timer.started()) {
737 log_debug << ability_timer.get_timeleft() << std::endl;
738 if (ability_timer.get_timeleft() <= 0.05f) {
740 ability_timer.stop();
742 physic.set_velocity_y(MAX_GLIDE_YM);
743 physic.set_acceleration_y(0);
747 /*ability_timer.started() ? gliding = true : ability_timer.start(player_status->max_air_time);*/
749 // Let go of jump key
750 else if(!controller->hold(Controller::JUMP)) {
751 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
755 if (player_status->bonus == AIR_BONUS && ability_timer.started()){
756 glide_time = ability_timer.get_timeleft();
757 ability_timer.stop();
761 if(jump_early_apex && physic.get_velocity_y() >= 0) {
765 /* In case the player has pressed Down while in a certain range of air,
766 enable butt jump action */
767 if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
768 wants_buttjump = true;
769 if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
772 /* When Down is not held anymore, disable butt jump */
773 if(!controller->hold(Controller::DOWN)) {
774 wants_buttjump = false;
775 does_buttjump = false;
779 physic.set_acceleration_y(0);
782 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
783 physic.set_acceleration_y(-2000);
784 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
790 Player::handle_input()
793 handle_input_ghost();
797 handle_input_climbing();
802 if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
805 if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
808 if( controller->pressed( Controller::PEEK_LEFT ) ) {
811 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
814 if(!backflipping && !jumping && on_ground()) {
815 if( controller->pressed( Controller::PEEK_UP ) ) {
817 } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
822 /* Handle horizontal movement: */
823 if (!backflipping) handle_horizontal_input();
829 /* Handle vertical movement: */
830 handle_vertical_input();
833 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
834 if(Sector::current()->add_bullet(
835 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
836 : Vector(32, bbox.get_height()/2)),
838 physic.get_velocity_x(), dir))
839 shooting_timer.start(SHOOTING_TIME);
842 /* Duck or Standup! */
843 if (controller->hold(Controller::DOWN)) {
852 if(!controller->hold(Controller::ACTION) && grabbed_object) {
853 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
855 // move the grabbed object a bit away from tux
856 Rectf grabbed_bbox = moving_object->get_bbox();
858 dest_.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
859 dest_.p1.y = dest_.p2.y - grabbed_bbox.get_height();
861 dest_.p2.x = bbox.get_left() - 1;
862 dest_.p1.x = dest_.p2.x - grabbed_bbox.get_width();
864 dest_.p1.x = bbox.get_right() + 1;
865 dest_.p2.x = dest_.p1.x + grabbed_bbox.get_width();
867 if(Sector::current()->is_free_of_tiles(dest_, true)) {
868 moving_object->set_pos(dest_.p1);
869 if(controller->hold(Controller::UP)) {
870 grabbed_object->ungrab(*this, UP);
872 grabbed_object->ungrab(*this, dir);
874 grabbed_object = NULL;
877 log_debug << "Non MovingObject grabbed?!?" << std::endl;
881 /* stop backflipping at will */
882 if( backflipping && ( !controller->hold(Controller::JUMP) && !backflip_timer.started()) ){
883 backflipping = false;
884 backflip_direction = 0;
885 sprite->set_angle(0.0f);
890 Player::position_grabbed_object()
892 MovingObject* moving_object = dynamic_cast<MovingObject*>(grabbed_object);
893 assert(moving_object);
895 // Position where we will hold the lower-inner corner
896 Vector pos(get_bbox().get_left() + get_bbox().get_width()/2,
897 get_bbox().get_top() + get_bbox().get_height()*0.66666);
899 // Adjust to find the grabbed object's upper-left corner
901 pos.x -= moving_object->get_bbox().get_width();
902 pos.y -= moving_object->get_bbox().get_height();
904 grabbed_object->grab(*this, pos, dir);
910 if(controller->hold(Controller::ACTION) && !grabbed_object
912 Sector* sector = Sector::current();
915 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
917 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
920 for(Sector::Portables::iterator i = sector->portables.begin();
921 i != sector->portables.end(); ++i) {
922 Portable* portable = *i;
923 if(!portable->is_portable())
926 // make sure the Portable is a MovingObject
927 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
928 assert(moving_object);
929 if(moving_object == NULL)
932 // make sure the Portable isn't currently non-solid
933 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
935 // check if we are within reach
936 if(moving_object->get_bbox().contains(pos)) {
937 if (climbing) stop_climbing(*climbing);
938 grabbed_object = portable;
939 position_grabbed_object();
947 Player::handle_input_ghost()
951 if (controller->hold(Controller::LEFT)) {
953 vx -= MAX_RUN_XM * 2;
955 if (controller->hold(Controller::RIGHT)) {
957 vx += MAX_RUN_XM * 2;
959 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
960 vy -= MAX_RUN_XM * 2;
962 if (controller->hold(Controller::DOWN)) {
963 vy += MAX_RUN_XM * 2;
965 if (controller->hold(Controller::ACTION)) {
966 set_ghost_mode(false);
968 physic.set_velocity(vx, vy);
969 physic.set_acceleration(0, 0);
973 Player::add_coins(int count)
975 player_status->add_coins(count);
981 return player_status->coins;
985 Player::add_bonus(const std::string& bonustype)
987 BonusType type = NO_BONUS;
989 if(bonustype == "grow") {
991 } else if(bonustype == "fireflower") {
993 } else if(bonustype == "iceflower") {
995 } else if(bonustype == "airflower") {
997 } else if(bonustype == "earthflower") {
999 } else if(bonustype == "none") {
1002 std::ostringstream msg;
1003 msg << "Unknown bonus type " << bonustype;
1004 throw std::runtime_error(msg.str());
1007 return add_bonus(type);
1011 Player::add_bonus(BonusType type, bool animate)
1013 // always ignore NO_BONUS
1014 if (type == NO_BONUS) {
1018 // ignore GROWUP_BONUS if we're already big
1019 if (type == GROWUP_BONUS) {
1020 if (!player_status->bonus == NO_BONUS)
1024 return set_bonus(type, animate);
1028 Player::set_bonus(BonusType type, bool animate)
1030 if((player_status->bonus == NO_BONUS) && (type != NO_BONUS)) {
1031 if (!adjust_height(BIG_TUX_HEIGHT)) {
1032 log_debug << "Can't adjust Tux height" << std::endl;
1037 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
1039 if (climbing) stop_climbing(*climbing);
1042 if (type == NO_BONUS) {
1043 if (does_buttjump) does_buttjump = false;
1046 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
1047 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
1048 // visually lose helmet
1049 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1050 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1051 Vector paccel = Vector(0, 1000);
1052 std::string action = (dir==LEFT)?"left":"right";
1053 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1054 if (climbing) stop_climbing(*climbing);
1056 if ((player_status->bonus == ICE_BONUS) && (animate)) {
1057 // visually lose cap
1058 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1059 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1060 Vector paccel = Vector(0, 1000);
1061 std::string action = (dir==LEFT)?"left":"right";
1062 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1063 if (climbing) stop_climbing(*climbing);
1065 if ((player_status->bonus == AIR_BONUS) && (animate)) {
1066 // visually lose hat
1067 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1068 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1069 Vector paccel = Vector(0, 1000);
1070 std::string action = (dir==LEFT)?"left":"right";
1071 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1072 if (climbing) stop_climbing(*climbing);
1074 if ((player_status->bonus == EARTH_BONUS) && (animate)) {
1075 // visually lose hard-hat
1076 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1077 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1078 Vector paccel = Vector(0, 1000);
1079 std::string action = (dir==LEFT)?"left":"right";
1080 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1081 if (climbing) stop_climbing(*climbing);
1083 player_status->max_fire_bullets = 0;
1084 player_status->max_ice_bullets = 0;
1085 player_status->max_air_time = 0;
1086 player_status->max_earth_time = 0;
1088 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
1089 if (type == ICE_BONUS) player_status->max_ice_bullets++;
1090 if (type == AIR_BONUS) player_status->max_air_time++;
1091 if (type == EARTH_BONUS) player_status->max_earth_time++;
1093 player_status->bonus = type;
1098 Player::set_visible(bool visible_)
1100 this->visible = visible_;
1102 set_group(COLGROUP_MOVING);
1104 set_group(COLGROUP_DISABLED);
1108 Player::get_visible()
1116 kick_timer.start(KICK_TIME);
1120 Player::draw(DrawingContext& context)
1125 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
1126 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
1127 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
1128 float py = Sector::current()->camera->get_translation().y;
1129 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
1130 context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1);
1133 std::string sa_prefix = "";
1134 std::string sa_postfix = "";
1136 if (player_status->bonus == GROWUP_BONUS)
1138 else if (player_status->bonus == FIRE_BONUS)
1140 else if (player_status->bonus == ICE_BONUS)
1142 else if (player_status->bonus == AIR_BONUS)
1144 else if (player_status->bonus == EARTH_BONUS)
1147 sa_prefix = "small";
1150 sa_postfix = "-left";
1152 sa_postfix = "-right";
1154 /* Set Tux sprite action */
1156 sprite->set_action("gameover");
1159 sprite->set_action_continued("grow"+sa_postfix);
1160 // while growing, do not change action
1161 // do_duck() will take care of cancelling growing manually
1162 // update() will take care of cancelling when growing completed
1164 else if (climbing) {
1165 sprite->set_action(sa_prefix+"-climbing"+sa_postfix);
1167 else if (backflipping) {
1168 sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
1170 else if (duck && is_big()) {
1171 sprite->set_action(sa_prefix+"-duck"+sa_postfix);
1173 else if (skidding_timer.started() && !skidding_timer.check()) {
1174 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1176 else if (kick_timer.started() && !kick_timer.check()) {
1177 sprite->set_action(sa_prefix+"-kick"+sa_postfix);
1179 else if ((wants_buttjump || does_buttjump) && is_big()) {
1180 sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
1182 else if (!on_ground() || fall_mode != ON_GROUND) {
1183 if(physic.get_velocity_x() != 0 || fall_mode != ON_GROUND) {
1184 sprite->set_action(sa_prefix+"-jump"+sa_postfix);
1188 if (fabsf(physic.get_velocity_x()) < 1.0f) {
1189 // Determine which idle stage we're at
1190 if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
1192 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1194 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1196 else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
1198 if (idle_stage >= IDLE_STAGE_COUNT)
1201 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1203 if (IDLE_TIME[idle_stage] == 0)
1204 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
1206 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1209 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1213 sprite->set_action(sa_prefix+"-walk"+sa_postfix);
1218 // Tux is holding something
1219 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
1220 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
1228 if (safe_timer.started() && size_t(game_time*40)%2)
1231 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1232 // illuminate Tux in dark areas with earthflower bonus
1233 context.get_light( get_bbox().get_middle(), &light );
1234 if (light.red + light.green + light.blue < 3.0 && player_status->bonus == EARTH_BONUS){
1235 context.push_target();
1236 context.set_target(DrawingContext::LIGHTMAP);
1237 lightsprite->draw(context, get_pos() + Vector(dir==LEFT ? 0 : 32, 0), 0);
1238 context.pop_target();
1245 Player::collision_tile(uint32_t tile_attributes)
1247 if(tile_attributes & Tile::HURTS)
1252 if( tile_attributes & Tile::WATER ){
1258 if( tile_attributes & Tile::WATER ){
1261 SoundManager::current()->play( "sounds/splash.ogg" );
1266 if(tile_attributes & Tile::ICE) {
1267 ice_this_frame = true;
1273 Player::collision_solid(const CollisionHit& hit)
1276 if(physic.get_velocity_y() > 0)
1277 physic.set_velocity_y(0);
1279 on_ground_flag = true;
1280 floor_normal = hit.slope_normal;
1283 if (does_buttjump) {
1284 does_buttjump = false;
1285 physic.set_velocity_y(-300);
1286 on_ground_flag = false;
1287 Sector::current()->add_object(std::make_shared<Particles>(
1288 Vector(get_bbox().p2.x, get_bbox().p2.y),
1290 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1292 Sector::current()->add_object(std::make_shared<Particles>(
1293 Vector(get_bbox().p1.x, get_bbox().p2.y),
1295 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1297 Sector::current()->camera->shake(.1f, 0, 5);
1300 } else if(hit.top) {
1301 if(physic.get_velocity_y() < 0)
1302 physic.set_velocity_y(.2f);
1305 if(hit.left || hit.right) {
1306 physic.set_velocity_x(0);
1311 if(hit.left || hit.right) {
1313 } else if(hit.top || hit.bottom) {
1320 Player::collision(GameObject& other, const CollisionHit& hit)
1322 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1327 Player* player = dynamic_cast<Player*> (&other);
1332 if(hit.left || hit.right) {
1333 try_grab(); //grab objects right now, in update it will be too late
1335 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1336 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1337 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1338 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1340 if(controller->pressed(Controller::UP))
1341 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1347 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1348 if(badguy != NULL) {
1349 if(safe_timer.started() || invincible_timer.started())
1359 Player::make_invincible()
1361 SoundManager::current()->play("sounds/invincible_start.ogg");
1362 invincible_timer.start(TUX_INVINCIBLE_TIME);
1363 Sector::current()->play_music(HERRING_MUSIC);
1368 Player::kill(bool completely)
1370 if(dying || deactivated || is_winning() )
1373 if(!completely && (safe_timer.started() || invincible_timer.started()))
1378 if (climbing) stop_climbing(*climbing);
1380 physic.set_velocity_x(0);
1382 sprite->set_angle(0.0f);
1384 if(!completely && is_big()) {
1385 SoundManager::current()->play("sounds/hurt.wav");
1387 if(player_status->bonus == FIRE_BONUS
1388 || player_status->bonus == ICE_BONUS
1389 || player_status->bonus == AIR_BONUS
1390 || player_status->bonus == EARTH_BONUS) {
1391 safe_timer.start(TUX_SAFE_TIME);
1392 set_bonus(GROWUP_BONUS, true);
1393 } else if(player_status->bonus == GROWUP_BONUS) {
1394 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1395 adjust_height(SMALL_TUX_HEIGHT);
1397 backflipping = false;
1398 sprite->set_angle(0.0f);
1399 set_bonus(NO_BONUS, true);
1400 } else if(player_status->bonus == NO_BONUS) {
1401 safe_timer.start(TUX_SAFE_TIME);
1402 adjust_height(SMALL_TUX_HEIGHT);
1406 SoundManager::current()->play("sounds/kill.wav");
1408 // do not die when in edit mode
1410 set_ghost_mode(true);
1414 if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
1416 for (int i = 0; i < 5; i++)
1418 // the numbers: starting x, starting y, velocity y
1419 Sector::current()->add_object(std::make_shared<FallingCoin>(get_pos() +
1420 Vector(graphicsRandom.rand(5), graphicsRandom.rand(-32,18)),
1421 graphicsRandom.rand(-100,100)));
1423 player_status->coins -= std::max(player_status->coins/10, 25);
1427 GameSession::current()->set_reset_point("", Vector());
1429 physic.enable_gravity(true);
1430 physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
1432 invincible_timer.stop();
1433 physic.set_acceleration(0, 0);
1434 physic.set_velocity(0, -700);
1435 set_bonus(NO_BONUS, true);
1437 dying_timer.start(3.0);
1438 set_group(COLGROUP_DISABLED);
1440 // TODO: need nice way to handle players dying in co-op mode
1441 Sector::current()->effect->fade_out(3.0);
1442 SoundManager::current()->stop_music(3.0);
1447 Player::move(const Vector& vector)
1451 // Reset size to get correct hitbox if Tux was eg. ducked before moving
1453 set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
1455 set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
1457 backflipping = false;
1458 sprite->set_angle(0.0f);
1459 last_ground_y = vector.y;
1460 if (climbing) stop_climbing(*climbing);
1466 Player::check_bounds()
1468 /* Keep tux in sector bounds: */
1469 if (get_pos().x < 0) {
1470 // Lock Tux to the size of the level, so that he doesn't fall off
1472 set_pos(Vector(0, get_pos().y));
1475 if (get_bbox().get_right() > Sector::current()->get_width()) {
1476 // Lock Tux to the size of the level, so that he doesn't fall off
1478 set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
1481 /* fallen out of the level? */
1482 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1489 Player::add_velocity(const Vector& velocity)
1491 physic.set_velocity(physic.get_velocity() + velocity);
1495 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1497 if (end_speed.x > 0)
1498 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1499 if (end_speed.x < 0)
1500 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1501 if (end_speed.y > 0)
1502 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1503 if (end_speed.y < 0)
1504 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1508 Player::get_velocity()
1510 return physic.get_velocity();
1514 Player::bounce(BadGuy& )
1516 if(controller->hold(Controller::JUMP))
1517 physic.set_velocity_y(-520);
1519 physic.set_velocity_y(-300);
1522 //scripting Functions Below
1525 Player::deactivate()
1530 physic.set_velocity_x(0);
1531 physic.set_velocity_y(0);
1532 physic.set_acceleration_x(0);
1533 physic.set_acceleration_y(0);
1534 if (climbing) stop_climbing(*climbing);
1542 deactivated = false;
1545 void Player::walk(float speed)
1547 physic.set_velocity_x(speed);
1550 void Player::set_dir(bool right)
1552 dir = right ? RIGHT : LEFT;
1556 Player::set_ghost_mode(bool enable)
1558 if (ghost_mode == enable)
1561 if (climbing) stop_climbing(*climbing);
1565 set_group(COLGROUP_DISABLED);
1566 physic.enable_gravity(false);
1567 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1570 set_group(COLGROUP_MOVING);
1571 physic.enable_gravity(true);
1572 log_debug << "You feel solid again." << std::endl;
1577 Player::set_edit_mode(bool enable)
1583 Player::start_climbing(Climbable& climbable)
1585 if (climbing || !&climbable) return;
1587 climbing = &climbable;
1588 physic.enable_gravity(false);
1589 physic.set_velocity(0, 0);
1590 physic.set_acceleration(0, 0);
1592 backflipping = false;
1593 backflip_direction = 0;
1594 sprite->set_angle(0.0f);
1599 Player::stop_climbing(Climbable& /*climbable*/)
1601 if (!climbing) return;
1605 if (grabbed_object) {
1606 grabbed_object->ungrab(*this, dir);
1607 grabbed_object = NULL;
1610 physic.enable_gravity(true);
1611 physic.set_velocity(0, 0);
1612 physic.set_acceleration(0, 0);
1614 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1615 on_ground_flag = true;
1616 // TODO: This won't help. Why?
1622 Player::handle_input_climbing()
1625 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1631 if (controller->hold(Controller::LEFT)) {
1635 if (controller->hold(Controller::RIGHT)) {
1639 if (controller->hold(Controller::UP)) {
1642 if (controller->hold(Controller::DOWN)) {
1645 if (controller->hold(Controller::JUMP)) {
1647 stop_climbing(*climbing);
1653 if (controller->hold(Controller::ACTION)) {
1654 stop_climbing(*climbing);
1657 physic.set_velocity(vx, vy);
1658 physic.set_acceleration(0, 0);