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 "player_status.hpp"
47 static const int TILES_FOR_BUTTJUMP = 3;
48 static const float SHOOTING_TIME = .150;
49 /// time before idle animation starts
50 static const float IDLE_TIME = 2.5;
52 static const float WALK_ACCELERATION_X = 300;
53 static const float RUN_ACCELERATION_X = 400;
54 static const float SKID_XM = 200;
55 static const float SKID_TIME = .3;
56 static const float MAX_WALK_XM = 230;
57 static const float MAX_RUN_XM = 320;
58 static const float WALK_SPEED = 100;
60 static const float KICK_TIME = .3;
63 Surface* growingtux_left[GROWING_FRAMES];
64 Surface* growingtux_right[GROWING_FRAMES];
66 Surface* tux_life = 0;
68 TuxBodyParts* small_tux = 0;
69 TuxBodyParts* big_tux = 0;
70 TuxBodyParts* fire_tux = 0;
71 TuxBodyParts* ice_tux = 0;
74 TuxBodyParts::set_action(std::string action, int loops)
77 head->set_action(action, loops);
79 body->set_action(action, loops);
81 arms->set_action(action, loops);
83 feet->set_action(action, loops);
87 TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
90 head->draw(context, pos, layer-1);
92 body->draw(context, pos, layer-3);
94 arms->draw(context, pos, layer);
96 feet->draw(context, pos, layer-2);
99 Player::Player(PlayerStatus* _player_status)
100 : player_status(_player_status), grabbed_object(0)
102 controller = main_controller;
103 smalltux_gameover = sprite_manager->create("smalltux-gameover");
104 smalltux_star = sprite_manager->create("smalltux-star");
105 bigtux_star = sprite_manager->create("bigtux-star");
111 delete smalltux_gameover;
112 delete smalltux_star;
120 bbox.set_size(31.8, 63.8);
122 bbox.set_size(31.8, 31.8);
131 fall_mode = ON_GROUND;
136 backflipping = false;
137 backflip_direction = 0;
139 on_ground_flag = false;
146 Player::set_controller(Controller* controller)
148 this->controller = controller;
152 Player::update(float elapsed_time)
154 if(dying && dying_timer.check()) {
159 // fixes the "affected even while blinking" bug
160 if (safe_timer.started() && this->get_group() != COLGROUP_MOVING_ONLY_STATIC) {
161 this->set_group(COLGROUP_MOVING_ONLY_STATIC);
163 else if (!safe_timer.started() && this->get_group() == COLGROUP_MOVING_ONLY_STATIC) {
164 this->set_group(COLGROUP_MOVING);
167 if(!controller->hold(Controller::ACTION) && grabbed_object) {
168 // move the grabbed object a bit away from tux
169 Vector pos = get_pos() +
170 Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
171 bbox.get_height()*0.66666 - 32);
172 Rect dest(pos, pos + Vector(32, 32));
173 if(Sector::current()->is_free_space(dest)) {
174 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
176 moving_object->set_pos(pos);
179 std::cout << "Non MovingObjetc grabbed?!?\n";
182 grabbed_object->ungrab(*this, dir);
187 if(!dying && !deactivated)
190 movement = physic.get_movement(elapsed_time);
191 on_ground_flag = false;
194 // special exception for cases where we're stuck under tiles after
195 // being ducked. In this case we drift out
196 if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
197 && collision_object_map(base)) {
198 base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
199 previous_base = old_base = base;
203 if(grabbed_object != 0) {
204 Vector pos = get_pos() +
205 Vector(dir == LEFT ? -16 : 16,
206 bbox.get_height()*0.66666 - 32);
207 grabbed_object->grab(*this, pos, dir);
214 return on_ground_flag;
220 if(player_status->bonus == NO_BONUS)
227 Player::handle_horizontal_input()
229 float vx = physic.get_velocity_x();
230 float vy = physic.get_velocity_y();
231 float ax = physic.get_acceleration_x();
232 float ay = physic.get_acceleration_y();
235 if(!duck || physic.get_velocity_y() != 0) {
236 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
240 } else if(!controller->hold(Controller::LEFT)
241 && controller->hold(Controller::RIGHT)) {
248 if (!controller->hold(Controller::ACTION)) {
249 ax = dirsign * WALK_ACCELERATION_X;
251 if(vx >= MAX_WALK_XM && dirsign > 0) {
254 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
259 ax = dirsign * RUN_ACCELERATION_X;
261 if(vx >= MAX_RUN_XM && dirsign > 0) {
264 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
270 // we can reach WALK_SPEED without any acceleration
271 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
272 vx = dirsign * WALK_SPEED;
275 // changing directions?
276 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
278 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
279 skidding_timer.start(SKID_TIME);
280 sound_manager->play("sounds/skid.wav");
281 // dust some particles
282 Sector::current()->add_object(
284 Vector(dir == RIGHT ? bbox.p2.x : bbox.p1.x, bbox.p2.y),
285 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
286 Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8,
295 // we get slower when not pressing any keys
297 if(fabs(vx) < WALK_SPEED) {
301 ax = WALK_ACCELERATION_X * 1.5;
303 ax = WALK_ACCELERATION_X * -1.5;
308 // if we're on ice slow down acceleration or deceleration
309 if (isice(base.x, base.y + base.height))
311 /* the acceleration/deceleration rate on ice is inversely proportional to
312 * the current velocity.
315 // increasing 1 will increase acceleration/deceleration rate
316 // decreasing 1 will decrease acceleration/deceleration rate
317 // must stay above zero, though
318 if (ax != 0) ax *= 1 / fabs(vx);
322 // extend/shrink tux collision rectangle so that we fall through/walk over 1
324 if(fabsf(vx) > MAX_WALK_XM) {
327 bbox.set_width(31.8);
330 physic.set_velocity(vx, vy);
331 physic.set_acceleration(ax, ay);
335 Player::handle_vertical_input()
339 fall_mode = ON_GROUND;
340 last_ground_y = get_pos().y;
342 if(get_pos().y > last_ground_y)
344 else if(fall_mode == ON_GROUND)
348 if(on_ground()) { /* Make sure jumping is off. */
351 backflipping = false;
352 backflip_direction = 0;
357 if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
359 if (physic.get_velocity_x() != 0) // only jump a little bit when running ducked
360 physic.set_velocity_y(300);
361 else { //do a backflip
363 physic.set_velocity_y(580);
364 backflip_timer.start(0.15);
367 else if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) // jump higher if we are running
368 physic.set_velocity_y(580);
370 physic.set_velocity_y(520);
372 //bbox.move(Vector(0, -1));
376 sound_manager->play("sounds/bigjump.wav");
378 sound_manager->play("sounds/jump.wav");
379 } else if(!controller->hold(Controller::JUMP)) { // Let go of jump key
380 if (!backflipping && jumping && physic.get_velocity_y() > 0) {
382 physic.set_velocity_y(0);
386 /* In case the player has pressed Down while in a certain range of air,
387 enable butt jump action */
388 if (controller->hold(Controller::DOWN) && !butt_jump && !duck)
389 //if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
392 /* When Down is not held anymore, disable butt jump */
393 if(butt_jump && !controller->hold(Controller::DOWN))
398 if (butt_jump && on_ground() && is_big()) {
401 Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
403 Sector::current()->add_smoke_cloud(
404 Vector(get_pos().x - 32, get_pos().y + 32));
408 // Break bricks beneath Tux
409 if(Sector::current()->trybreakbrick(
410 Vector(base.x + 1, base.y + base.height), false)
411 || Sector::current()->trybreakbrick(
412 Vector(base.x + base.width - 1, base.y + base.height), false)) {
413 physic.set_velocity_y(2);
417 // Kill nearby badguys
418 std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
419 for (std::vector<GameObject*>::iterator i = gameobjects.begin();
420 i != gameobjects.end();
422 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
424 // don't kill when badguys are already dying or in a certain mode
425 if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
426 badguy->mode != BadGuy::BOMB_EXPLODE) {
427 if (fabsf(base.x - badguy->base.x) < 96 &&
428 fabsf(base.y - badguy->base.y) < 64)
436 /** jumping is only allowed if we're about to touch ground soon and if the
437 * button has been up in between the last jump
441 if ( (issolid(get_pos().x + bbox.get_width() / 2,
442 get_pos().y + bbox.get_height() + 64) ||
443 issolid(get_pos().x + 1, get_pos().y + bbox.get_height() + 64) ||
444 issolid(get_pos().x + bbox.get_width() - 1,
445 get_pos().y + bbox.get_height() + 64))
448 && input.jump && !input.old_jump)
456 Player::handle_input()
458 /* Handle horizontal movement: */
459 if (!backflipping) handle_horizontal_input();
461 if (backflip_direction == 0) {
462 dir == LEFT ? backflip_direction = 1 : backflip_direction = -1;
464 else backflip_direction == 1 ? dir = LEFT : dir = RIGHT; //prevent player from changing direction when backflipping
465 if (backflip_timer.check()) physic.set_velocity_x(100 * backflip_direction);
470 if (on_ground() && !controller->hold(Controller::JUMP))
472 handle_vertical_input();
475 if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) {
476 if(Sector::current()->add_bullet(
477 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
478 : Vector(32, bbox.get_height()/2)),
479 physic.get_velocity_x(), dir))
480 shooting_timer.start(SHOOTING_TIME);
484 if (controller->hold(Controller::DOWN) && is_big() && !duck
485 && physic.get_velocity_y() == 0 && on_ground()) {
487 bbox.move(Vector(0, 32));
488 bbox.set_height(31.8);
489 } else if(!controller->hold(Controller::DOWN) && is_big() && duck) {
490 // try if we can really unduck
491 bbox.move(Vector(0, -32));
492 bbox.set_height(63.8);
496 // when unducking in air we need some space to do so
497 if(on_ground() || !collision_object_map(bbox)) {
500 // undo the ducking changes
501 bbox.move(Vector(0, 32));
502 bbox.set_height(31.8);
509 Player::set_bonus(BonusType type, bool animate)
511 if(player_status->bonus >= type)
514 if(player_status->bonus == NO_BONUS) {
515 bbox.set_height(63.8);
516 bbox.move(Vector(0, -32));
518 growing_timer.start(GROWING_TIME);
521 player_status->bonus = type;
527 kick_timer.start(KICK_TIME);
531 Player::draw(DrawingContext& context)
533 TuxBodyParts* tux_body;
535 if (player_status->bonus == GROWUP_BONUS)
537 else if (player_status->bonus == FIRE_BONUS)
539 else if (player_status->bonus == ICE_BONUS)
542 tux_body = small_tux;
544 int layer = LAYER_OBJECTS + 10;
546 /* Set Tux sprite action */
547 if (duck && is_big())
550 tux_body->set_action("duck-left");
552 tux_body->set_action("duck-right");
554 else if (skidding_timer.started() && !skidding_timer.check())
557 tux_body->set_action("skid-left");
559 tux_body->set_action("skid-right");
561 else if (kick_timer.started() && !kick_timer.check())
564 tux_body->set_action("kick-left");
566 tux_body->set_action("kick-right");
568 else if (butt_jump && is_big())
571 tux_body->set_action("buttjump-left");
573 tux_body->set_action("buttjump-right");
575 else if (physic.get_velocity_y() != 0)
578 tux_body->set_action("jump-left");
580 tux_body->set_action("jump-right");
584 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
587 tux_body->set_action("stand-left");
589 tux_body->set_action("stand-right");
594 tux_body->set_action("walk-left");
596 tux_body->set_action("walk-right");
600 if(idle_timer.check())
605 tux_body->head->set_action("idle-left", 1);
607 tux_body->head->set_action("idle-right", 1);
612 // Tux is holding something
613 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
614 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check()))
619 tux_body->arms->set_action("duck+grab-left");
621 tux_body->arms->set_action("duck+grab-right");
626 tux_body->arms->set_action("grab-left");
628 tux_body->arms->set_action("grab-right");
634 smalltux_gameover->draw(context, get_pos(), layer);
635 } else if(growing_timer.get_timeleft() > 0) {
639 context.draw_surface(growingtux_right[GROWING_FRAMES-1 -
640 int((growing_timer.get_timegone() *
641 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
643 context.draw_surface(growingtux_left[GROWING_FRAMES-1 -
644 int((growing_timer.get_timegone() *
645 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
650 context.draw_surface(growingtux_right[
651 int((growing_timer.get_timegone() *
652 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
654 context.draw_surface(growingtux_left[
655 int((growing_timer.get_timegone() *
656 GROWING_FRAMES) / GROWING_TIME)],
660 else if (safe_timer.started() && size_t(game_time*40)%2)
663 tux_body->draw(context, get_pos(), layer);
665 // Draw blinking star overlay
666 if (invincible_timer.started() &&
667 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING
668 || size_t(game_time*20)%2)
671 if (!is_big() || duck)
672 smalltux_star->draw(context, get_pos(), layer + 5);
674 bigtux_star->draw(context, get_pos(), layer + 5);
679 Player::collision_tile(uint32_t tile_attributes)
681 if(tile_attributes & Tile::HURTS)
686 Player::collision(GameObject& other, const CollisionHit& hit)
688 Bullet* bullet = dynamic_cast<Bullet*> (&other);
693 if(other.get_flags() & FLAG_PORTABLE) {
694 Portable* portable = dynamic_cast<Portable*> (&other);
695 if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
696 && fabsf(hit.normal.x) > .9) {
697 grabbed_object = portable;
702 if(other.get_flags() & FLAG_SOLID) {
703 if(hit.normal.y < 0) { // landed on floor?
704 if(physic.get_velocity_y() < 0)
705 physic.set_velocity_y(0);
706 on_ground_flag = true;
707 } else if(hit.normal.y > 0) { // bumped against the roof
708 physic.set_velocity_y(.1);
711 if(fabsf(hit.normal.x) > .9) { // hit on the side?
712 physic.set_velocity_x(0);
718 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
720 if(controller->pressed(Controller::UP))
721 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
726 MovingObject* moving_object = static_cast<MovingObject*> (&other);
727 if(moving_object->get_group() == COLGROUP_TOUCHABLE)
737 Player::make_invincible()
739 sound_manager->play("sounds/invincible.wav");
740 invincible_timer.start(TUX_INVINCIBLE_TIME);
741 Sector::current()->play_music(HERRING_MUSIC);
746 Player::kill(HurtMode mode)
748 if(dying || deactivated)
752 safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)
755 sound_manager->play("sounds/hurt.wav");
757 physic.set_velocity_x(0);
759 if (mode == SHRINK && is_big())
761 if (player_status->bonus == FIRE_BONUS
762 || player_status->bonus == ICE_BONUS)
764 safe_timer.start(TUX_SAFE_TIME);
765 player_status->bonus = GROWUP_BONUS;
769 growing_timer.start(GROWING_TIME);
770 safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
771 bbox.set_height(31.8);
773 player_status->bonus = NO_BONUS;
778 physic.enable_gravity(true);
779 physic.set_acceleration(0, 0);
780 physic.set_velocity(0, 700);
781 player_status->lives -= 1;
782 player_status->bonus = NO_BONUS;
784 dying_timer.start(3.0);
785 set_group(COLGROUP_DISABLED);
790 Player::move(const Vector& vector)
792 bbox.set_pos(vector);
794 bbox.set_size(31.8, 63.8);
796 bbox.set_size(31.8, 31.8);
797 on_ground_flag = false;
799 last_ground_y = vector.y;
805 Player::check_bounds(Camera* camera)
807 /* Keep tux in bounds: */
809 { // Lock Tux to the size of the level, so that he doesn't fall of
811 bbox.set_pos(Vector(0, get_pos().y));
814 /* Keep in-bounds, vertically: */
815 if (get_pos().y > Sector::current()->solids->get_height() * 32)
822 // can happen if back scrolling is disabled
823 if(get_pos().x < camera->get_translation().x) {
824 bbox.set_pos(Vector(camera->get_translation().x, get_pos().y));
827 if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
830 camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
839 if(collision_object_map(bbox)) {
848 Player::bounce(BadGuy& )
850 if(controller->hold(Controller::JUMP))
851 physic.set_velocity_y(520);
853 physic.set_velocity_y(300);
856 //Scripting Functions Below
862 physic.set_velocity_x(0);
863 physic.set_velocity_y(0);
872 void Player::walk(float speed)
874 physic.set_velocity_x(speed);