3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
26 #include "gettext.hpp"
27 #include "sprite/sprite_manager.hpp"
28 #include "audio/sound_manager.hpp"
31 #include "sprite/sprite.hpp"
33 #include "resources.hpp"
34 #include "video/screen.hpp"
35 #include "statistics.hpp"
36 #include "game_session.hpp"
37 #include "object/tilemap.hpp"
38 #include "object/camera.hpp"
39 #include "object/particles.hpp"
40 #include "object/portable.hpp"
41 #include "object/bullet.hpp"
42 #include "trigger/trigger_base.hpp"
43 #include "control/joystickkeyboardcontroller.hpp"
45 #include "badguy/badguy.hpp"
46 #include "player_status.hpp"
48 static const int TILES_FOR_BUTTJUMP = 3;
49 static const float SHOOTING_TIME = .150;
50 /// time before idle animation starts
51 static const float IDLE_TIME = 2.5;
53 static const float WALK_ACCELERATION_X = 300;
54 static const float RUN_ACCELERATION_X = 400;
55 static const float SKID_XM = 200;
56 static const float SKID_TIME = .3;
57 static const float MAX_WALK_XM = 230;
58 static const float MAX_RUN_XM = 320;
59 static const float WALK_SPEED = 100;
61 static const float KICK_TIME = .3;
64 Surface* growingtux_left[GROWING_FRAMES];
65 Surface* growingtux_right[GROWING_FRAMES];
67 Surface* tux_life = 0;
69 TuxBodyParts* small_tux = 0;
70 TuxBodyParts* big_tux = 0;
71 TuxBodyParts* fire_tux = 0;
72 TuxBodyParts* ice_tux = 0;
75 TuxBodyParts::set_action(std::string action, int loops)
78 head->set_action(action, loops);
80 body->set_action(action, loops);
82 arms->set_action(action, loops);
84 feet->set_action(action, loops);
88 TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
91 head->draw(context, pos, layer-1);
93 body->draw(context, pos, layer-3);
95 arms->draw(context, pos, layer);
97 feet->draw(context, pos, layer-2);
100 Player::Player(PlayerStatus* _player_status)
101 : player_status(_player_status), grabbed_object(0)
103 controller = main_controller;
104 smalltux_gameover = sprite_manager->create("images/creatures/tux_small/smalltux-gameover.sprite");
105 smalltux_star = sprite_manager->create("images/creatures/tux_small/smalltux-star.sprite");
106 bigtux_star = sprite_manager->create("images/creatures/tux_big/bigtux-star.sprite");
112 delete smalltux_gameover;
113 delete smalltux_star;
121 bbox.set_size(31.8, 63.8);
123 bbox.set_size(31.8, 31.8);
132 fall_mode = ON_GROUND;
137 backflipping = false;
138 backflip_direction = 0;
141 on_ground_flag = false;
144 floor_normal = Vector(0,-1);
150 Player::set_controller(Controller* controller)
152 this->controller = controller;
156 Player::update(float elapsed_time)
158 if(dying && dying_timer.check()) {
163 // fixes the "affected even while blinking" bug
164 if (safe_timer.started() && this->get_group() != COLGROUP_MOVING_ONLY_STATIC) {
165 this->set_group(COLGROUP_MOVING_ONLY_STATIC);
167 else if (!safe_timer.started() && this->get_group() == COLGROUP_MOVING_ONLY_STATIC) {
168 this->set_group(COLGROUP_MOVING);
171 if(!controller->hold(Controller::ACTION) && grabbed_object) {
172 // move the grabbed object a bit away from tux
173 Vector pos = get_pos() +
174 Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
175 bbox.get_height()*0.66666 - 32);
176 Rect dest(pos, pos + Vector(32, 32));
177 if(Sector::current()->is_free_space(dest)) {
178 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
180 moving_object->set_pos(pos);
183 std::cout << "Non MovingObjetc grabbed?!?\n";
186 grabbed_object->ungrab(*this, dir);
191 if(!dying && !deactivated)
194 movement = physic.get_movement(elapsed_time);
195 on_ground_flag = false;
198 // special exception for cases where we're stuck under tiles after
199 // being ducked. In this case we drift out
200 if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
201 && collision_object_map(base)) {
202 base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
203 previous_base = old_base = base;
207 if(grabbed_object != 0) {
208 Vector pos = get_pos() +
209 Vector(dir == LEFT ? -16 : 16,
210 bbox.get_height()*0.66666 - 32);
211 grabbed_object->grab(*this, pos, dir);
218 return on_ground_flag;
224 if(player_status->bonus == NO_BONUS)
231 Player::handle_horizontal_input()
233 float vx = physic.get_velocity_x();
234 float vy = physic.get_velocity_y();
235 float ax = physic.get_acceleration_x();
236 float ay = physic.get_acceleration_y();
239 if(!duck || physic.get_velocity_y() != 0) {
240 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
244 } else if(!controller->hold(Controller::LEFT)
245 && controller->hold(Controller::RIGHT)) {
252 if (!controller->hold(Controller::ACTION)) {
253 ax = dirsign * WALK_ACCELERATION_X;
255 if(vx >= MAX_WALK_XM && dirsign > 0) {
258 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
263 ax = dirsign * RUN_ACCELERATION_X;
265 if(vx >= MAX_RUN_XM && dirsign > 0) {
268 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
274 // we can reach WALK_SPEED without any acceleration
275 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
276 vx = dirsign * WALK_SPEED;
279 // changing directions?
280 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
282 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
283 skidding_timer.start(SKID_TIME);
284 sound_manager->play("sounds/skid.wav");
285 // dust some particles
286 Sector::current()->add_object(
288 Vector(dir == RIGHT ? bbox.p2.x : bbox.p1.x, bbox.p2.y),
289 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
290 Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8,
299 // we get slower when not pressing any keys
301 if(fabs(vx) < WALK_SPEED) {
305 ax = WALK_ACCELERATION_X * 1.5;
307 ax = WALK_ACCELERATION_X * -1.5;
312 // if we're on ice slow down acceleration or deceleration
313 if (isice(base.x, base.y + base.height))
315 /* the acceleration/deceleration rate on ice is inversely proportional to
316 * the current velocity.
319 // increasing 1 will increase acceleration/deceleration rate
320 // decreasing 1 will decrease acceleration/deceleration rate
321 // must stay above zero, though
322 if (ax != 0) ax *= 1 / fabs(vx);
326 // extend/shrink tux collision rectangle so that we fall through/walk over 1
328 if(fabsf(vx) > MAX_WALK_XM) {
331 bbox.set_width(31.8);
334 // on downward slopes, adjust vertical velocity to match slope angle
336 if (floor_normal.y != 0) {
337 if ((floor_normal.x * vx) > 0) {
338 // we overdo it a little, just to be on the safe side
339 vy = vx * (floor_normal.x / floor_normal.y) * 2;
344 physic.set_velocity(vx, vy);
345 physic.set_acceleration(ax, ay);
349 Player::handle_vertical_input()
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 if(on_ground()) { /* Make sure jumping is off. */
365 backflipping = false;
366 backflip_direction = 0;
371 if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
373 if (physic.get_velocity_x() != 0) // only jump a little bit when running ducked
374 physic.set_velocity_y(300);
375 else { //do a backflip
377 physic.set_velocity_y(580);
378 backflip_timer.start(0.15);
381 else if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) // jump higher if we are running
382 physic.set_velocity_y(580);
384 physic.set_velocity_y(520);
386 //bbox.move(Vector(0, -1));
390 sound_manager->play("sounds/bigjump.wav");
392 sound_manager->play("sounds/jump.wav");
393 } else if(!controller->hold(Controller::JUMP)) { // Let go of jump key
394 if (!backflipping && jumping && physic.get_velocity_y() > 0) {
396 physic.set_velocity_y(0);
400 /* In case the player has pressed Down while in a certain range of air,
401 enable butt jump action */
402 if (controller->hold(Controller::DOWN) && !butt_jump && !duck)
403 //if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
406 /* When Down is not held anymore, disable butt jump */
407 if(butt_jump && !controller->hold(Controller::DOWN))
412 if (butt_jump && on_ground() && is_big()) {
415 Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
417 Sector::current()->add_smoke_cloud(
418 Vector(get_pos().x - 32, get_pos().y + 32));
422 // Break bricks beneath Tux
423 if(Sector::current()->trybreakbrick(
424 Vector(base.x + 1, base.y + base.height), false)
425 || Sector::current()->trybreakbrick(
426 Vector(base.x + base.width - 1, base.y + base.height), false)) {
427 physic.set_velocity_y(2);
431 // Kill nearby badguys
432 std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
433 for (std::vector<GameObject*>::iterator i = gameobjects.begin();
434 i != gameobjects.end();
436 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
438 // don't kill when badguys are already dying or in a certain mode
439 if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
440 badguy->mode != BadGuy::BOMB_EXPLODE) {
441 if (fabsf(base.x - badguy->base.x) < 96 &&
442 fabsf(base.y - badguy->base.y) < 64)
450 /** jumping is only allowed if we're about to touch ground soon and if the
451 * button has been up in between the last jump
455 if ( (issolid(get_pos().x + bbox.get_width() / 2,
456 get_pos().y + bbox.get_height() + 64) ||
457 issolid(get_pos().x + 1, get_pos().y + bbox.get_height() + 64) ||
458 issolid(get_pos().x + bbox.get_width() - 1,
459 get_pos().y + bbox.get_height() + 64))
462 && input.jump && !input.old_jump)
470 Player::handle_input()
472 /* Handle horizontal movement: */
473 if (!backflipping) handle_horizontal_input();
475 if (backflip_direction == 0) {
476 dir == LEFT ? backflip_direction = 1 : backflip_direction = -1;
478 else backflip_direction == 1 ? dir = LEFT : dir = RIGHT; //prevent player from changing direction when backflipping
479 if (backflip_timer.check()) physic.set_velocity_x(100 * backflip_direction);
484 if (on_ground() && !controller->hold(Controller::JUMP))
486 handle_vertical_input();
489 if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) {
490 if(Sector::current()->add_bullet(
491 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
492 : Vector(32, bbox.get_height()/2)),
493 physic.get_velocity_x(), dir))
494 shooting_timer.start(SHOOTING_TIME);
498 if (controller->hold(Controller::DOWN) && is_big() && !duck
499 && physic.get_velocity_y() == 0 && on_ground()) {
501 bbox.move(Vector(0, 32));
502 bbox.set_height(31.8);
503 } else if(!controller->hold(Controller::DOWN) && is_big() && duck) {
504 // if we have some velocity left then check if there is space for
506 bbox.move(Vector(0, -32));
507 bbox.set_height(63.8);
508 if(Sector::current()->is_free_space(bbox) || (
509 physic.get_velocity_x() > -.01 && physic.get_velocity_x() < .01
510 && physic.get_velocity_y() > -.01 && physic.get_velocity_y() < .01))
514 // undo the ducking changes
515 bbox.move(Vector(0, 32));
516 bbox.set_height(31.8);
522 Player::set_bonus(BonusType type, bool animate)
524 if(player_status->bonus >= type)
527 if(player_status->bonus == NO_BONUS) {
528 bbox.set_height(63.8);
529 bbox.move(Vector(0, -32));
531 growing_timer.start(GROWING_TIME);
534 player_status->bonus = type;
538 Player::set_visible(bool visible)
540 this->visible = visible;
544 Player::get_visible()
552 kick_timer.start(KICK_TIME);
556 Player::draw(DrawingContext& context)
561 TuxBodyParts* tux_body;
563 if (player_status->bonus == GROWUP_BONUS)
565 else if (player_status->bonus == FIRE_BONUS)
567 else if (player_status->bonus == ICE_BONUS)
570 tux_body = small_tux;
572 int layer = LAYER_OBJECTS + 10;
574 /* Set Tux sprite action */
575 if (duck && is_big())
578 tux_body->set_action("duck-left");
580 tux_body->set_action("duck-right");
582 else if (skidding_timer.started() && !skidding_timer.check())
585 tux_body->set_action("skid-left");
587 tux_body->set_action("skid-right");
589 else if (kick_timer.started() && !kick_timer.check())
592 tux_body->set_action("kick-left");
594 tux_body->set_action("kick-right");
596 else if (butt_jump && is_big())
599 tux_body->set_action("buttjump-left");
601 tux_body->set_action("buttjump-right");
603 else if (physic.get_velocity_y() != 0)
606 tux_body->set_action("jump-left");
608 tux_body->set_action("jump-right");
612 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
615 tux_body->set_action("stand-left");
617 tux_body->set_action("stand-right");
622 tux_body->set_action("walk-left");
624 tux_body->set_action("walk-right");
628 if(idle_timer.check())
633 tux_body->head->set_action("idle-left", 1);
635 tux_body->head->set_action("idle-right", 1);
640 // Tux is holding something
641 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
642 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check()))
647 tux_body->arms->set_action("duck+grab-left");
649 tux_body->arms->set_action("duck+grab-right");
654 tux_body->arms->set_action("grab-left");
656 tux_body->arms->set_action("grab-right");
662 smalltux_gameover->draw(context, get_pos(), layer);
663 } else if(growing_timer.get_timeleft() > 0) {
667 context.draw_surface(growingtux_right[GROWING_FRAMES-1 -
668 int((growing_timer.get_timegone() *
669 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
671 context.draw_surface(growingtux_left[GROWING_FRAMES-1 -
672 int((growing_timer.get_timegone() *
673 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
678 context.draw_surface(growingtux_right[
679 int((growing_timer.get_timegone() *
680 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
682 context.draw_surface(growingtux_left[
683 int((growing_timer.get_timegone() *
684 GROWING_FRAMES) / GROWING_TIME)],
688 else if (safe_timer.started() && size_t(game_time*40)%2)
691 tux_body->draw(context, get_pos(), layer);
693 // Draw blinking star overlay
694 if (invincible_timer.started() &&
695 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING
696 || size_t(game_time*20)%2)
699 if (!is_big() || duck)
700 smalltux_star->draw(context, get_pos(), layer + 5);
702 bigtux_star->draw(context, get_pos(), layer + 5);
707 Player::collision_tile(uint32_t tile_attributes)
709 if(tile_attributes & Tile::HURTS)
714 Player::collision(GameObject& other, const CollisionHit& hit)
716 Bullet* bullet = dynamic_cast<Bullet*> (&other);
721 if(other.get_flags() & FLAG_PORTABLE) {
722 Portable* portable = dynamic_cast<Portable*> (&other);
723 if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
724 && fabsf(hit.normal.x) > .9) {
725 grabbed_object = portable;
730 if(other.get_flags() & FLAG_SOLID) {
731 if(hit.normal.y < 0) { // landed on floor?
732 if(physic.get_velocity_y() < 0)
733 physic.set_velocity_y(0);
734 on_ground_flag = true;
736 // remember normal of this tile
737 if (hit.normal.y > -0.9) {
738 floor_normal.x = hit.normal.x;
739 floor_normal.y = hit.normal.y;
741 // slowly adjust to unisolid tiles.
742 // Necessary because our bounding box sometimes reaches through slopes and thus hits unisolid tiles
743 floor_normal.x = (floor_normal.x * 0.9) + (hit.normal.x * 0.1);
744 floor_normal.y = (floor_normal.y * 0.9) + (hit.normal.y * 0.1);
747 } else if(hit.normal.y > 0) { // bumped against the roof
748 physic.set_velocity_y(.1);
751 if(fabsf(hit.normal.x) > .9) { // hit on the side?
752 physic.set_velocity_x(0);
759 assert(dynamic_cast<MovingObject*> (&other) != NULL);
761 MovingObject* moving_object = static_cast<MovingObject*> (&other);
762 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
763 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
765 if(controller->pressed(Controller::UP))
766 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
772 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
780 Player::make_invincible()
782 sound_manager->play("sounds/invincible.wav");
783 invincible_timer.start(TUX_INVINCIBLE_TIME);
784 Sector::current()->play_music(HERRING_MUSIC);
789 Player::kill(HurtMode mode)
791 if(dying || deactivated)
795 (safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0))
798 sound_manager->play("sounds/hurt.wav");
800 physic.set_velocity_x(0);
802 if (mode == SHRINK && is_big())
804 if (player_status->bonus == FIRE_BONUS
805 || player_status->bonus == ICE_BONUS)
807 safe_timer.start(TUX_SAFE_TIME);
808 player_status->bonus = GROWUP_BONUS;
812 growing_timer.start(GROWING_TIME);
813 safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
814 bbox.set_height(31.8);
816 player_status->bonus = NO_BONUS;
821 physic.enable_gravity(true);
822 physic.set_acceleration(0, 0);
823 physic.set_velocity(0, 700);
824 player_status->lives -= 1;
825 player_status->bonus = NO_BONUS;
827 dying_timer.start(3.0);
828 set_group(COLGROUP_DISABLED);
830 DisplayEffect* effect = new DisplayEffect();
831 effect->fade_out(3.0);
832 Sector::current()->add_object(effect);
833 sound_manager->stop_music(3.0);
838 Player::move(const Vector& vector)
840 bbox.set_pos(vector);
842 bbox.set_size(31.8, 63.8);
844 bbox.set_size(31.8, 31.8);
845 on_ground_flag = false;
847 last_ground_y = vector.y;
853 Player::check_bounds(Camera* camera)
855 /* Keep tux in bounds: */
857 { // Lock Tux to the size of the level, so that he doesn't fall of
859 bbox.set_pos(Vector(0, get_pos().y));
862 /* Keep in-bounds, vertically: */
863 if (get_pos().y > Sector::current()->solids->get_height() * 32)
870 // can happen if back scrolling is disabled
871 if(get_pos().x < camera->get_translation().x) {
872 bbox.set_pos(Vector(camera->get_translation().x, get_pos().y));
875 if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
878 camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
887 if(collision_object_map(bbox)) {
896 Player::bounce(BadGuy& )
898 if(controller->hold(Controller::JUMP))
899 physic.set_velocity_y(520);
901 physic.set_velocity_y(300);
904 //Scripting Functions Below
910 physic.set_velocity_x(0);
911 physic.set_velocity_y(0);
920 void Player::walk(float speed)
922 physic.set_velocity_x(speed);