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/joystickkeyboardcontroller.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/main.hpp"
34 #include "supertux/sector.hpp"
35 #include "supertux/tile.hpp"
36 #include "trigger/climbable.hpp"
43 static const int TILES_FOR_BUTTJUMP = 3;
44 static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
45 static const float SHOOTING_TIME = .150f;
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 /** maximum horizontal climb velocity */
77 static const float MAX_CLIMB_XM = 48;
78 /** maximum vertical climb velocity */
79 static const float MAX_CLIMB_YM = 128;
80 /** instant velocity when tux starts to walk */
81 static const float WALK_SPEED = 100;
83 /** multiplied by WALK_ACCELERATION to give friction */
84 static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
85 /** multiplied by WALK_ACCELERATION to give friction */
86 static const float ICE_FRICTION_MULTIPLIER = 0.1f;
87 static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
89 /** time of the kick (kicking mriceblock) animation */
90 static const float KICK_TIME = .3f;
91 /** time of tux cheering (currently unused) */
92 static const float CHEER_TIME = 1.0f;
94 /** if Tux cannot unduck for this long, he will get hurt */
95 static const float UNDUCK_HURT_TIME = 0.25f;
96 /** gravity is higher after the jump key is released before
97 the apex of the jump is reached */
98 static const float JUMP_EARLY_APEX_FACTOR = 3.0;
100 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) */
102 bool no_water = true;
105 Player::Player(PlayerStatus* _player_status, const std::string& name) :
106 scripting_controller(0),
107 player_status(_player_status),
108 scripting_controller_old(0),
109 grabbed_object(NULL),
116 controller = g_main_controller;
117 scripting_controller.reset(new CodeController());
118 sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
119 airarrow.reset(new Surface("images/engine/hud/airarrow.png"));
120 idle_timer.start(IDLE_TIME[0]/1000.0f);
122 sound_manager->preload("sounds/bigjump.wav");
123 sound_manager->preload("sounds/jump.wav");
124 sound_manager->preload("sounds/hurt.wav");
125 sound_manager->preload("sounds/skid.wav");
126 sound_manager->preload("sounds/flip.wav");
127 sound_manager->preload("sounds/invincible_start.ogg");
128 sound_manager->preload("sounds/splash.ogg");
135 if (climbing) stop_climbing(*climbing);
142 set_size(31.8f, 62.8f);
144 set_size(31.8f, 30.8f);
155 fall_mode = ON_GROUND;
157 jump_early_apex = false;
159 wants_buttjump = false;
160 does_buttjump = false;
163 backflipping = false;
164 backflip_direction = 0;
168 ice_this_frame = false;
169 speedlimit = 0; //no special limit
171 on_ground_flag = false;
172 grabbed_object = NULL;
180 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
185 Scripting::expose_object(vm, table_idx, dynamic_cast<Scripting::Player *>(this), name, false);
189 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
194 Scripting::unexpose_object(vm, table_idx, name);
198 Player::get_speedlimit()
204 Player::set_speedlimit(float newlimit)
210 Player::set_controller(Controller* controller)
212 this->controller = controller;
216 Player::use_scripting_controller(bool use_or_release)
218 if ((use_or_release == true) && (controller != scripting_controller.get())) {
219 scripting_controller_old = get_controller();
220 set_controller(scripting_controller.get());
222 if ((use_or_release == false) && (controller == scripting_controller.get())) {
223 set_controller(scripting_controller_old);
224 scripting_controller_old = 0;
229 Player::do_scripting_controller(std::string control, bool pressed)
231 for(int i = 0; Controller::controlNames[i] != 0; ++i) {
232 if(control == std::string(Controller::controlNames[i])) {
233 scripting_controller->press(Controller::Control(i), pressed);
239 Player::adjust_height(float new_height)
242 bbox2.move(Vector(0, bbox.get_height() - new_height));
243 bbox2.set_height(new_height);
245 if(new_height > bbox.get_height()) {
246 Rect additional_space = bbox2;
247 additional_space.set_height(new_height - bbox.get_height());
248 if(!Sector::current()->is_free_of_statics(additional_space, this, true))
252 // adjust bbox accordingly
253 // note that we use members of moving_object for this, so we can run this during CD, too
255 set_size(bbox2.get_width(), bbox2.get_height());
260 Player::trigger_sequence(std::string sequence_name)
262 if (climbing) stop_climbing(*climbing);
263 GameSession::current()->start_sequence(sequence_name);
267 Player::update(float elapsed_time)
274 if(dying && dying_timer.check()) {
279 if(!dying && !deactivated)
282 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
286 // extend/shrink tux collision rectangle so that we fall through/walk over 1
288 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
294 // on downward slopes, adjust vertical velocity so tux walks smoothly down
296 if(floor_normal.y != 0) {
297 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
298 physic.set_velocity_y(250);
303 // handle backflipping
305 //prevent player from changing direction when backflipping
306 dir = (backflip_direction == 1) ? LEFT : RIGHT;
307 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
312 fall_mode = ON_GROUND;
313 last_ground_y = get_pos().y;
315 if(get_pos().y > last_ground_y)
317 else if(fall_mode == ON_GROUND)
321 // check if we landed
324 if (backflipping && (!backflip_timer.started())) {
325 backflipping = false;
326 backflip_direction = 0;
328 // if controls are currently deactivated, we take care of standing up ourselves
334 // calculate movement for this frame
335 movement = physic.get_movement(elapsed_time);
337 if(grabbed_object != NULL && !dying) {
338 Vector pos = get_pos() +
339 Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32);
340 grabbed_object->grab(*this, pos, dir);
343 if(grabbed_object != NULL && dying){
344 grabbed_object->ungrab(*this, dir);
345 grabbed_object = NULL;
348 if(!ice_this_frame && on_ground())
351 on_ground_flag = false;
352 ice_this_frame = false;
354 // when invincible, spawn particles
355 if (invincible_timer.started() && !dying)
357 if (systemRandom.rand(0, 2) == 0) {
358 float px = systemRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
359 float py = systemRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
360 Vector ppos = Vector(px, py);
361 Vector pspeed = Vector(0, 0);
362 Vector paccel = Vector(0, 0);
363 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
364 // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
365 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
366 // make every other a longer sparkle to make trail a bit fuzzy
367 (size_t(game_time*20)%2) ? "small" : "medium"
369 "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
374 if (sprite->animation_done()) growing = false;
382 return on_ground_flag;
388 if(player_status->bonus == NO_BONUS)
395 Player::apply_friction()
397 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
398 physic.set_velocity_x(0);
399 physic.set_acceleration_x(0);
401 float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
402 if(physic.get_velocity_x() < 0) {
403 physic.set_acceleration_x(friction);
404 } else if(physic.get_velocity_x() > 0) {
405 physic.set_acceleration_x(-friction);
406 } // no friction for physic.get_velocity_x() == 0
411 Player::handle_horizontal_input()
413 float vx = physic.get_velocity_x();
414 float vy = physic.get_velocity_y();
415 float ax = physic.get_acceleration_x();
416 float ay = physic.get_acceleration_y();
419 if(!duck || physic.get_velocity_y() != 0) {
420 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
424 } else if(!controller->hold(Controller::LEFT)
425 && controller->hold(Controller::RIGHT)) {
432 // do not run if action key is pressed or we're holding something
433 // so tux can only walk while shooting
434 if ( controller->hold(Controller::ACTION) || grabbed_object ) {
435 ax = dirsign * WALK_ACCELERATION_X;
437 if(vx >= MAX_WALK_XM && dirsign > 0) {
440 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
445 if( vx * dirsign < MAX_WALK_XM ) {
446 ax = dirsign * WALK_ACCELERATION_X;
448 ax = dirsign * RUN_ACCELERATION_X;
451 if(vx >= MAX_RUN_XM && dirsign > 0) {
454 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
460 // we can reach WALK_SPEED without any acceleration
461 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
462 vx = dirsign * WALK_SPEED;
466 if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
467 vx = dirsign * speedlimit;
471 // changing directions?
472 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
474 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
475 skidding_timer.start(SKID_TIME);
476 sound_manager->play("sounds/skid.wav");
477 // dust some particles
478 Sector::current()->add_object(
480 Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
481 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
482 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
492 ax *= ICE_ACCELERATION_MULTIPLIER;
495 physic.set_velocity(vx, vy);
496 physic.set_acceleration(ax, ay);
498 // we get slower when not pressing any keys
520 if (physic.get_velocity_y() != 0)
527 if (adjust_height(31.8f)) {
530 unduck_hurt_timer.stop();
537 Player::do_standup() {
545 if (adjust_height(63.8f)) {
547 unduck_hurt_timer.stop();
549 // if timer is not already running, start it.
550 if (unduck_hurt_timer.get_period() == 0) {
551 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
553 else if (unduck_hurt_timer.check()) {
561 Player::do_backflip() {
567 backflip_direction = (dir == LEFT)?(+1):(-1);
570 sound_manager->play("sounds/flip.wav");
571 backflip_timer.start(0.15f);
575 Player::do_jump(float yspeed) {
579 physic.set_velocity_y(yspeed);
580 //bbox.move(Vector(0, -1));
582 on_ground_flag = false;
587 sound_manager->play("sounds/bigjump.wav");
589 sound_manager->play("sounds/jump.wav");
594 Player::early_jump_apex()
596 if (!jump_early_apex)
598 jump_early_apex = true;
599 physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
604 Player::do_jump_apex()
608 jump_early_apex = false;
609 physic.set_gravity_modifier(1.0f);
614 Player::handle_vertical_input()
617 if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
618 if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
619 jump_button_timer.stop();
621 // when running, only jump a little bit; else do a backflip
622 if ((physic.get_velocity_x() != 0) ||
623 (controller->hold(Controller::LEFT)) ||
624 (controller->hold(Controller::RIGHT)))
633 // jump a bit higher if we are running; else do a normal jump
634 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
637 // Let go of jump key
638 else if(!controller->hold(Controller::JUMP)) {
639 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
645 if(jump_early_apex && physic.get_velocity_y() >= 0) {
649 /* In case the player has pressed Down while in a certain range of air,
650 enable butt jump action */
651 if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
652 wants_buttjump = true;
653 if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
656 /* When Down is not held anymore, disable butt jump */
657 if(!controller->hold(Controller::DOWN)) {
658 wants_buttjump = false;
659 does_buttjump = false;
663 physic.set_acceleration_y(0);
666 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
667 physic.set_acceleration_y(-2000);
668 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
674 Player::handle_input()
677 handle_input_ghost();
681 handle_input_climbing();
686 if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
689 if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
692 if( controller->pressed( Controller::PEEK_LEFT ) ) {
695 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
698 if(!backflipping && !jumping && on_ground()) {
699 if( controller->pressed( Controller::PEEK_UP ) ) {
701 } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
706 /* Handle horizontal movement: */
707 if (!backflipping) handle_horizontal_input();
713 /* Handle vertical movement: */
714 handle_vertical_input();
717 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
718 if(Sector::current()->add_bullet(
719 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
720 : Vector(32, bbox.get_height()/2)),
721 physic.get_velocity_x(), dir))
722 shooting_timer.start(SHOOTING_TIME);
725 /* Duck or Standup! */
726 if (controller->hold(Controller::DOWN)) {
735 if(!controller->hold(Controller::ACTION) && grabbed_object) {
736 // move the grabbed object a bit away from tux
737 Vector pos = get_pos() +
738 Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
739 bbox.get_height()*0.66666 - 32);
740 Rect dest(pos, pos + Vector(32, 32));
741 if(Sector::current()->is_free_of_movingstatics(dest)) {
742 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
744 moving_object->set_pos(pos);
746 log_debug << "Non MovingObject grabbed?!?" << std::endl;
748 if(controller->hold(Controller::UP)) {
749 grabbed_object->ungrab(*this, UP);
751 grabbed_object->ungrab(*this, dir);
753 grabbed_object = NULL;
761 if(controller->hold(Controller::ACTION) && !grabbed_object
763 Sector* sector = Sector::current();
766 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
768 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
771 for(Sector::Portables::iterator i = sector->portables.begin();
772 i != sector->portables.end(); ++i) {
773 Portable* portable = *i;
774 if(!portable->is_portable())
777 // make sure the Portable is a MovingObject
778 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
779 assert(moving_object);
780 if(moving_object == NULL)
783 // make sure the Portable isn't currently non-solid
784 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
786 // check if we are within reach
787 if(moving_object->get_bbox().contains(pos)) {
788 if (climbing) stop_climbing(*climbing);
789 grabbed_object = portable;
790 grabbed_object->grab(*this, get_pos(), dir);
798 Player::handle_input_ghost()
802 if (controller->hold(Controller::LEFT)) {
804 vx -= MAX_RUN_XM * 2;
806 if (controller->hold(Controller::RIGHT)) {
808 vx += MAX_RUN_XM * 2;
810 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
811 vy -= MAX_RUN_XM * 2;
813 if (controller->hold(Controller::DOWN)) {
814 vy += MAX_RUN_XM * 2;
816 if (controller->hold(Controller::ACTION)) {
817 set_ghost_mode(false);
819 physic.set_velocity(vx, vy);
820 physic.set_acceleration(0, 0);
824 Player::add_coins(int count)
826 player_status->add_coins(count);
832 return player_status->coins;
836 Player::add_bonus(const std::string& bonustype)
838 BonusType type = NO_BONUS;
840 if(bonustype == "grow") {
842 } else if(bonustype == "fireflower") {
844 } else if(bonustype == "iceflower") {
846 } else if(bonustype == "none") {
849 std::ostringstream msg;
850 msg << "Unknown bonus type " << bonustype;
851 throw std::runtime_error(msg.str());
854 return add_bonus(type);
858 Player::add_bonus(BonusType type, bool animate)
860 // always ignore NO_BONUS
861 if (type == NO_BONUS) {
865 // ignore GROWUP_BONUS if we're already big
866 if (type == GROWUP_BONUS) {
867 if (player_status->bonus == GROWUP_BONUS)
869 if (player_status->bonus == FIRE_BONUS)
871 if (player_status->bonus == ICE_BONUS)
875 return set_bonus(type, animate);
879 Player::set_bonus(BonusType type, bool animate)
881 if(player_status->bonus == NO_BONUS) {
882 if (!adjust_height(62.8f)) {
883 printf("can't adjust\n");
888 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
890 if (climbing) stop_climbing(*climbing);
893 if (type == NO_BONUS) {
894 if (does_buttjump) does_buttjump = false;
897 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
898 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
899 // visually lose helmet
900 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
901 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
902 Vector paccel = Vector(0, 1000);
903 std::string action = (dir==LEFT)?"left":"right";
904 Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
905 if (climbing) stop_climbing(*climbing);
907 if ((player_status->bonus == ICE_BONUS) && (animate)) {
909 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
910 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
911 Vector paccel = Vector(0, 1000);
912 std::string action = (dir==LEFT)?"left":"right";
913 Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
914 if (climbing) stop_climbing(*climbing);
916 player_status->max_fire_bullets = 0;
917 player_status->max_ice_bullets = 0;
919 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
920 if (type == ICE_BONUS) player_status->max_ice_bullets++;
922 player_status->bonus = type;
927 Player::set_visible(bool visible)
929 this->visible = visible;
931 set_group(COLGROUP_MOVING);
933 set_group(COLGROUP_DISABLED);
937 Player::get_visible()
945 kick_timer.start(KICK_TIME);
949 Player::draw(DrawingContext& context)
954 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
955 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
956 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
957 float py = Sector::current()->camera->get_translation().y;
958 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
959 context.draw_surface(airarrow.get(), Vector(px, py), LAYER_HUD - 1);
962 std::string sa_prefix = "";
963 std::string sa_postfix = "";
965 if (player_status->bonus == GROWUP_BONUS)
967 else if (player_status->bonus == FIRE_BONUS)
969 else if (player_status->bonus == ICE_BONUS)
975 sa_postfix = "-left";
977 sa_postfix = "-right";
979 /* Set Tux sprite action */
981 sprite->set_action("gameover");
984 sprite->set_action_continued("grow"+sa_postfix);
985 // while growing, do not change action
986 // do_duck() will take care of cancelling growing manually
987 // update() will take care of cancelling when growing completed
990 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
992 else if (backflipping) {
993 sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
995 else if (duck && is_big()) {
996 sprite->set_action(sa_prefix+"-duck"+sa_postfix);
998 else if (skidding_timer.started() && !skidding_timer.check()) {
999 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1001 else if (kick_timer.started() && !kick_timer.check()) {
1002 sprite->set_action(sa_prefix+"-kick"+sa_postfix);
1004 else if ((wants_buttjump || does_buttjump) && is_big()) {
1005 sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
1007 else if (!on_ground()) {
1008 sprite->set_action(sa_prefix+"-jump"+sa_postfix);
1011 if (fabsf(physic.get_velocity_x()) < 1.0f) {
1012 // Determine which idle stage we're at
1013 if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
1015 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1017 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1019 else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
1021 if (idle_stage >= IDLE_STAGE_COUNT)
1024 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1026 if (IDLE_TIME[idle_stage] == 0)
1027 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
1029 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1032 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1036 sprite->set_action(sa_prefix+"-walk"+sa_postfix);
1041 // Tux is holding something
1042 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
1043 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
1051 if (safe_timer.started() && size_t(game_time*40)%2)
1054 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1060 Player::collision_tile(uint32_t tile_attributes)
1062 if(tile_attributes & Tile::HURTS)
1067 if( tile_attributes & Tile::WATER ){
1073 if( tile_attributes & Tile::WATER ){
1076 sound_manager->play( "sounds/splash.ogg" );
1081 if(tile_attributes & Tile::ICE) {
1082 ice_this_frame = true;
1088 Player::collision_solid(const CollisionHit& hit)
1091 if(physic.get_velocity_y() > 0)
1092 physic.set_velocity_y(0);
1094 on_ground_flag = true;
1095 floor_normal = hit.slope_normal;
1098 if (does_buttjump) {
1099 does_buttjump = false;
1100 physic.set_velocity_y(-300);
1101 on_ground_flag = false;
1102 Sector::current()->add_object(new Particles(
1103 Vector(get_bbox().p2.x, get_bbox().p2.y),
1105 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1107 Sector::current()->add_object(new Particles(
1108 Vector(get_bbox().p1.x, get_bbox().p2.y),
1110 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1114 } else if(hit.top) {
1115 if(physic.get_velocity_y() < 0)
1116 physic.set_velocity_y(.2f);
1119 if(hit.left || hit.right) {
1120 physic.set_velocity_x(0);
1125 if(hit.left || hit.right) {
1127 } else if(hit.top || hit.bottom) {
1134 Player::collision(GameObject& other, const CollisionHit& hit)
1136 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1141 if(hit.left || hit.right) {
1142 try_grab(); //grab objects right now, in update it will be too late
1145 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1147 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1148 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1149 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1151 if(controller->pressed(Controller::UP))
1152 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1158 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1159 if(badguy != NULL) {
1160 if(safe_timer.started() || invincible_timer.started())
1170 Player::make_invincible()
1172 sound_manager->play("sounds/invincible_start.ogg");
1173 invincible_timer.start(TUX_INVINCIBLE_TIME);
1174 Sector::current()->play_music(HERRING_MUSIC);
1179 Player::kill(bool completely)
1181 if(dying || deactivated)
1184 if(!completely && (safe_timer.started() || invincible_timer.started()))
1189 sound_manager->play("sounds/hurt.wav");
1191 if (climbing) stop_climbing(*climbing);
1193 physic.set_velocity_x(0);
1195 if(!completely && is_big()) {
1196 if(player_status->bonus == FIRE_BONUS
1197 || player_status->bonus == ICE_BONUS) {
1198 safe_timer.start(TUX_SAFE_TIME);
1199 set_bonus(GROWUP_BONUS, true);
1200 } else if(player_status->bonus == GROWUP_BONUS) {
1201 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1202 adjust_height(30.8f);
1204 backflipping = false;
1205 set_bonus(NO_BONUS, true);
1206 } else if(player_status->bonus == NO_BONUS) {
1207 safe_timer.start(TUX_SAFE_TIME);
1208 adjust_height(30.8f);
1213 // do not die when in edit mode
1215 set_ghost_mode(true);
1219 if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
1221 for (int i = 0; i < 5; i++)
1223 // the numbers: starting x, starting y, velocity y
1224 Sector::current()->add_object(new FallingCoin(get_pos() +
1225 Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
1226 systemRandom.rand(-100,100)));
1228 player_status->coins -= std::max(player_status->coins/10, 25);
1232 GameSession::current()->set_reset_point("", Vector());
1234 physic.enable_gravity(true);
1235 physic.set_acceleration(0, 0);
1236 physic.set_velocity(0, -700);
1237 set_bonus(NO_BONUS, true);
1239 dying_timer.start(3.0);
1240 set_group(COLGROUP_DISABLED);
1242 Sector::current()->effect->fade_out(3.0);
1243 sound_manager->stop_music(3.0);
1248 Player::move(const Vector& vector)
1252 // TODO: do we need the following? Seems irrelevant to moving the player
1254 set_size(31.8f, 63.8f);
1256 set_size(31.8f, 31.8f);
1258 last_ground_y = vector.y;
1259 if (climbing) stop_climbing(*climbing);
1265 Player::check_bounds(Camera* camera)
1267 /* Keep tux in sector bounds: */
1268 if (get_pos().x < 0) {
1269 // Lock Tux to the size of the level, so that he doesn't fall off
1271 set_pos(Vector(0, get_pos().y));
1274 if (get_bbox().get_right() > Sector::current()->get_width()) {
1275 // Lock Tux to the size of the level, so that he doesn't fall off
1277 set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
1280 /* fallen out of the level? */
1281 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1286 // can happen if back scrolling is disabled
1287 if(get_pos().x < camera->get_translation().x) {
1288 set_pos(Vector(camera->get_translation().x, get_pos().y));
1290 if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
1293 camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
1299 Player::add_velocity(const Vector& velocity)
1301 physic.set_velocity(physic.get_velocity() + velocity);
1305 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1307 if (end_speed.x > 0)
1308 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1309 if (end_speed.x < 0)
1310 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1311 if (end_speed.y > 0)
1312 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1313 if (end_speed.y < 0)
1314 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1318 Player::get_velocity()
1320 return physic.get_velocity();
1324 Player::bounce(BadGuy& )
1326 if(controller->hold(Controller::JUMP))
1327 physic.set_velocity_y(-520);
1329 physic.set_velocity_y(-300);
1332 //Scripting Functions Below
1335 Player::deactivate()
1340 physic.set_velocity_x(0);
1341 physic.set_velocity_y(0);
1342 physic.set_acceleration_x(0);
1343 physic.set_acceleration_y(0);
1344 if (climbing) stop_climbing(*climbing);
1352 deactivated = false;
1355 void Player::walk(float speed)
1357 physic.set_velocity_x(speed);
1361 Player::set_ghost_mode(bool enable)
1363 if (ghost_mode == enable)
1366 if (climbing) stop_climbing(*climbing);
1370 set_group(COLGROUP_DISABLED);
1371 physic.enable_gravity(false);
1372 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1375 set_group(COLGROUP_MOVING);
1376 physic.enable_gravity(true);
1377 log_debug << "You feel solid again." << std::endl;
1382 Player::set_edit_mode(bool enable)
1388 Player::start_climbing(Climbable& climbable)
1390 if (climbing == &climbable) return;
1392 climbing = &climbable;
1393 physic.enable_gravity(false);
1394 physic.set_velocity(0, 0);
1395 physic.set_acceleration(0, 0);
1399 Player::stop_climbing(Climbable& /*climbable*/)
1401 if (!climbing) return;
1405 if (grabbed_object) {
1406 grabbed_object->ungrab(*this, dir);
1407 grabbed_object = NULL;
1410 physic.enable_gravity(true);
1411 physic.set_velocity(0, 0);
1412 physic.set_acceleration(0, 0);
1414 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1415 on_ground_flag = true;
1416 // TODO: This won't help. Why?
1422 Player::handle_input_climbing()
1425 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1431 if (controller->hold(Controller::LEFT)) {
1435 if (controller->hold(Controller::RIGHT)) {
1439 if (controller->hold(Controller::UP)) {
1442 if (controller->hold(Controller::DOWN)) {
1445 if (controller->hold(Controller::JUMP)) {
1447 stop_climbing(*climbing);
1453 if (controller->hold(Controller::ACTION)) {
1454 stop_climbing(*climbing);
1457 physic.set_velocity(vx, vy);
1458 physic.set_acceleration(0, 0);