4 // Copyright (C) 2006 Matthias Braun <matze@braunis.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 "statistics.hpp"
35 #include "game_session.hpp"
36 #include "object/tilemap.hpp"
37 #include "object/camera.hpp"
38 #include "object/particles.hpp"
39 #include "object/portable.hpp"
40 #include "object/bullet.hpp"
41 #include "trigger/trigger_base.hpp"
42 #include "control/joystickkeyboardcontroller.hpp"
43 #include "scripting/squirrel_util.hpp"
45 #include "platform.hpp"
46 #include "badguy/badguy.hpp"
47 #include "player_status.hpp"
49 #include "falling_coin.hpp"
50 #include "random_generator.hpp"
51 #include "object/sprite_particle.hpp"
52 #include "trigger/climbable.hpp"
56 static const int TILES_FOR_BUTTJUMP = 3;
57 static const float BUTTJUMP_MIN_VELOCITY_Y = 700.0f;
58 static const float SHOOTING_TIME = .150f;
59 /// time before idle animation starts
60 static const float IDLE_TIME = 2.5f;
62 /** acceleration in horizontal direction when walking
63 * (all acceleratiosn are in pixel/s^2) */
64 static const float WALK_ACCELERATION_X = 300;
65 /** acceleration in horizontal direction when running */
66 static const float RUN_ACCELERATION_X = 400;
67 /** acceleration when skidding */
68 static const float SKID_XM = 200;
69 /** time of skidding in seconds */
70 static const float SKID_TIME = .3f;
71 /** maximum walk velocity (pixel/s) */
72 static const float MAX_WALK_XM = 230;
73 /** maximum run velcoity (pixel/s) */
74 static const float MAX_RUN_XM = 320;
75 /** maximum horizontal climb velocity */
76 static const float MAX_CLIMB_XM = 48;
77 /** maximum vertical climb velocity */
78 static const float MAX_CLIMB_YM = 128;
79 /** instant velocity when tux starts to walk */
80 static const float WALK_SPEED = 100;
82 /** time of the kick (kicking mriceblock) animation */
83 static const float KICK_TIME = .3f;
84 /** time of tux cheering (currently unused) */
85 static const float CHEER_TIME = 1.0f;
87 /** if Tux cannot unduck for this long, he will get hurt */
88 static const float UNDUCK_HURT_TIME = 0.25f;
94 Player::Player(PlayerStatus* _player_status, const std::string& name)
95 : scripting_controller(0),
96 player_status(_player_status),
97 scripting_controller_old(0),
98 grabbed_object(NULL), ghost_mode(false), edit_mode(false), climbing(0)
101 controller = main_controller;
102 scripting_controller = new CodeController();
103 sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
104 airarrow.reset(new Surface("images/engine/hud/airarrow.png"));
106 sound_manager->preload("sounds/bigjump.wav");
107 sound_manager->preload("sounds/jump.wav");
108 sound_manager->preload("sounds/hurt.wav");
109 sound_manager->preload("sounds/skid.wav");
110 sound_manager->preload("sounds/flip.wav");
111 sound_manager->preload("sounds/invincible.wav");
112 sound_manager->preload("sounds/splash.ogg");
113 sound_manager->preload("sounds/shoot.wav");
120 if (climbing) stop_climbing(*climbing);
122 delete scripting_controller;
129 set_size(31.8f, 62.8f);
131 set_size(31.8f, 30.8f);
141 fall_mode = ON_GROUND;
147 backflipping = false;
148 backflip_direction = 0;
151 speedlimit = 0; //no special limit
153 on_ground_flag = false;
154 grabbed_object = NULL;
162 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
167 Scripting::expose_object(vm, table_idx, dynamic_cast<Scripting::Player *>(this), name, false);
171 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
176 Scripting::unexpose_object(vm, table_idx, name);
180 Player::get_speedlimit()
186 Player::set_speedlimit(float newlimit)
192 Player::set_controller(Controller* controller)
194 this->controller = controller;
198 Player::use_scripting_controller(bool use_or_release)
200 if ((use_or_release == true) && (controller != scripting_controller)) {
201 scripting_controller_old = get_controller();
202 set_controller(scripting_controller);
204 if ((use_or_release == false) && (controller == scripting_controller)) {
205 set_controller(scripting_controller_old);
206 scripting_controller_old = 0;
211 Player::do_scripting_controller(std::string control, bool pressed)
213 for(int i = 0; Controller::controlNames[i] != 0; ++i) {
214 if(control == std::string(Controller::controlNames[i])) {
215 scripting_controller->press(Controller::Control(i), pressed);
221 Player::adjust_height(float new_height)
224 bbox2.move(Vector(0, bbox.get_height() - new_height));
225 bbox2.set_height(new_height);
227 if(new_height > bbox.get_height()) {
228 Rect additional_space = bbox2;
229 additional_space.set_height(new_height - bbox.get_height());
230 if(!Sector::current()->is_free_of_statics(additional_space, this, true))
234 // adjust bbox accordingly
235 // note that we use members of moving_object for this, so we can run this during CD, too
237 set_size(bbox2.get_width(), bbox2.get_height());
242 Player::trigger_sequence(std::string sequence_name)
244 if (climbing) stop_climbing(*climbing);
245 GameSession::current()->start_sequence(sequence_name);
249 Player::update(float elapsed_time)
256 if(dying && dying_timer.check()) {
261 if(!dying && !deactivated)
264 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
268 // extend/shrink tux collision rectangle so that we fall through/walk over 1
270 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
276 // on downward slopes, adjust vertical velocity so tux walks smoothly down
278 if(floor_normal.y != 0) {
279 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
280 physic.set_velocity_y(250);
285 // handle backflipping
287 //prevent player from changing direction when backflipping
288 dir = (backflip_direction == 1) ? LEFT : RIGHT;
289 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
294 fall_mode = ON_GROUND;
295 last_ground_y = get_pos().y;
297 if(get_pos().y > last_ground_y)
299 else if(fall_mode == ON_GROUND)
303 // check if we landed
306 if (backflipping && (!backflip_timer.started())) {
307 backflipping = false;
308 backflip_direction = 0;
310 // if controls are currently deactivated, we take care of standing up ourselves
316 // calculate movement for this frame
317 movement = physic.get_movement(elapsed_time);
319 if(grabbed_object != NULL && !dying) {
320 Vector pos = get_pos() +
321 Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32);
322 grabbed_object->grab(*this, pos, dir);
325 if(grabbed_object != NULL && dying){
326 grabbed_object->ungrab(*this, dir);
327 grabbed_object = NULL;
330 on_ground_flag = false;
332 // when invincible, spawn particles
333 if (invincible_timer.started() && !dying)
335 if (systemRandom.rand(0, 2) == 0) {
336 float px = systemRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
337 float py = systemRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
338 Vector ppos = Vector(px, py);
339 Vector pspeed = Vector(0, 0);
340 Vector paccel = Vector(0, 0);
341 // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
342 if (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) {
343 // make every other a longer sparkle to make trail a bit fuzzy
344 if (size_t(game_time*20)%2) {
345 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
347 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
350 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
356 if (sprite->animation_done()) growing = false;
364 return on_ground_flag;
370 if(player_status->bonus == NO_BONUS)
377 Player::apply_friction()
379 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
380 physic.set_velocity_x(0);
381 physic.set_acceleration_x(0);
382 } else if(physic.get_velocity_x() < 0) {
383 physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5);
384 } else if(physic.get_velocity_x() > 0) {
385 physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
390 Player::handle_horizontal_input()
392 float vx = physic.get_velocity_x();
393 float vy = physic.get_velocity_y();
394 float ax = physic.get_acceleration_x();
395 float ay = physic.get_acceleration_y();
398 if(!duck || physic.get_velocity_y() != 0) {
399 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
403 } else if(!controller->hold(Controller::LEFT)
404 && controller->hold(Controller::RIGHT)) {
411 // do not run if action key is pressed or we're holding something
412 // so tux can only walk while shooting
413 if ( controller->hold(Controller::ACTION) || grabbed_object ) {
414 ax = dirsign * WALK_ACCELERATION_X;
416 if(vx >= MAX_WALK_XM && dirsign > 0) {
419 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
424 if( vx * dirsign < MAX_WALK_XM ) {
425 ax = dirsign * WALK_ACCELERATION_X;
427 ax = dirsign * RUN_ACCELERATION_X;
430 if(vx >= MAX_RUN_XM && dirsign > 0) {
433 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
439 // we can reach WALK_SPEED without any acceleration
440 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
441 vx = dirsign * WALK_SPEED;
445 if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
446 vx = dirsign * speedlimit;
450 // changing directions?
451 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
453 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
454 skidding_timer.start(SKID_TIME);
455 sound_manager->play("sounds/skid.wav");
456 // dust some particles
457 Sector::current()->add_object(
459 Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
460 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
461 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
470 physic.set_velocity(vx, vy);
471 physic.set_acceleration(ax, ay);
473 // we get slower when not pressing any keys
495 if (physic.get_velocity_y() != 0)
502 if (adjust_height(31.8f)) {
505 unduck_hurt_timer.stop();
512 Player::do_standup() {
520 if (adjust_height(63.8f)) {
522 unduck_hurt_timer.stop();
524 // if timer is not already running, start it.
525 if (unduck_hurt_timer.get_period() == 0) {
526 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
528 else if (unduck_hurt_timer.check()) {
536 Player::do_backflip() {
542 backflip_direction = (dir == LEFT)?(+1):(-1);
545 sound_manager->play("sounds/flip.wav");
546 backflip_timer.start(0.15f);
550 Player::do_jump(float yspeed) {
554 physic.set_velocity_y(yspeed);
555 //bbox.move(Vector(0, -1));
557 on_ground_flag = false;
562 sound_manager->play("sounds/bigjump.wav");
564 sound_manager->play("sounds/jump.wav");
569 Player::handle_vertical_input()
572 if(controller->pressed(Controller::JUMP) && (can_jump)) {
574 // when running, only jump a little bit; else do a backflip
575 if ((physic.get_velocity_x() != 0) || (controller->hold(Controller::LEFT)) || (controller->hold(Controller::RIGHT))) do_jump(-300); else do_backflip();
577 // jump a bit higher if we are running; else do a normal jump
578 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
581 // Let go of jump key
582 else if(!controller->hold(Controller::JUMP)) {
583 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
585 physic.set_velocity_y(0);
589 /* In case the player has pressed Down while in a certain range of air,
590 enable butt jump action */
591 if (controller->hold(Controller::DOWN) && !butt_jump && !duck && is_big() && !on_ground() && (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y)) {
595 /* When Down is not held anymore, disable butt jump */
596 if(butt_jump && !controller->hold(Controller::DOWN))
600 physic.set_acceleration_y(0);
603 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
604 physic.set_acceleration_y(-2000);
605 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
611 Player::handle_input()
614 handle_input_ghost();
618 handle_input_climbing();
623 if( controller->released( Controller::PEEK_LEFT ) ) {
626 if( controller->released( Controller::PEEK_RIGHT ) ) {
629 if( controller->released( Controller::UP ) ) {
632 if( controller->released( Controller::DOWN ) ) {
635 if( controller->pressed( Controller::PEEK_LEFT ) ) {
638 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
641 if( controller->pressed( Controller::UP ) ) {
644 if( controller->pressed( Controller::DOWN ) ) {
648 /* Handle horizontal movement: */
649 if (!backflipping) handle_horizontal_input();
652 if (on_ground() && !controller->hold(Controller::JUMP))
655 /* Handle vertical movement: */
656 handle_vertical_input();
659 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
660 if(Sector::current()->add_bullet(
661 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
662 : Vector(32, bbox.get_height()/2)),
663 physic.get_velocity_x(), dir))
664 shooting_timer.start(SHOOTING_TIME);
667 /* Duck or Standup! */
668 if (controller->hold(Controller::DOWN)) {
677 if(!controller->hold(Controller::ACTION) && grabbed_object) {
678 // move the grabbed object a bit away from tux
679 Vector pos = get_pos() +
680 Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
681 bbox.get_height()*0.66666 - 32);
682 Rect dest(pos, pos + Vector(32, 32));
683 if(Sector::current()->is_free_of_movingstatics(dest)) {
684 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
686 moving_object->set_pos(pos);
688 log_debug << "Non MovingObject grabbed?!?" << std::endl;
690 if(controller->hold(Controller::UP)) {
691 grabbed_object->ungrab(*this, UP);
693 grabbed_object->ungrab(*this, dir);
695 grabbed_object = NULL;
703 if(controller->hold(Controller::ACTION) && !grabbed_object
705 Sector* sector = Sector::current();
708 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
710 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
713 for(Sector::Portables::iterator i = sector->portables.begin();
714 i != sector->portables.end(); ++i) {
715 Portable* portable = *i;
716 if(!portable->is_portable())
719 // make sure the Portable is a MovingObject
720 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
721 assert(moving_object);
722 if(moving_object == NULL)
725 // make sure the Portable isn't currently non-solid
726 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
728 // check if we are within reach
729 if(moving_object->get_bbox().contains(pos)) {
730 if (climbing) stop_climbing(*climbing);
731 grabbed_object = portable;
732 grabbed_object->grab(*this, get_pos(), dir);
740 Player::handle_input_ghost()
744 if (controller->hold(Controller::LEFT)) {
746 vx -= MAX_RUN_XM * 2;
748 if (controller->hold(Controller::RIGHT)) {
750 vx += MAX_RUN_XM * 2;
752 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
753 vy -= MAX_RUN_XM * 2;
755 if (controller->hold(Controller::DOWN)) {
756 vy += MAX_RUN_XM * 2;
758 if (controller->hold(Controller::ACTION)) {
759 set_ghost_mode(false);
761 physic.set_velocity(vx, vy);
762 physic.set_acceleration(0, 0);
766 Player::add_coins(int count)
768 player_status->add_coins(count);
774 return player_status->coins;
778 Player::add_bonus(const std::string& bonustype)
780 BonusType type = NO_BONUS;
782 if(bonustype == "grow") {
784 } else if(bonustype == "fireflower") {
786 } else if(bonustype == "iceflower") {
788 } else if(bonustype == "none") {
791 std::ostringstream msg;
792 msg << "Unknown bonus type " << bonustype;
793 throw std::runtime_error(msg.str());
796 return add_bonus(type);
800 Player::add_bonus(BonusType type, bool animate)
802 // always ignore NO_BONUS
803 if (type == NO_BONUS) {
807 // ignore GROWUP_BONUS if we're already big
808 if (type == GROWUP_BONUS) {
809 if (player_status->bonus == GROWUP_BONUS)
811 if (player_status->bonus == FIRE_BONUS)
813 if (player_status->bonus == ICE_BONUS)
817 return set_bonus(type, animate);
821 Player::set_bonus(BonusType type, bool animate)
823 if(player_status->bonus == NO_BONUS) {
824 if (!adjust_height(62.8f)) {
825 printf("can't adjust\n");
830 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
832 if (climbing) stop_climbing(*climbing);
835 if (type == NO_BONUS) {
836 if (butt_jump) butt_jump = false;
839 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
840 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
841 // visually lose helmet
842 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
843 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
844 Vector paccel = Vector(0, 1000);
845 std::string action = (dir==LEFT)?"left":"right";
846 Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
847 if (climbing) stop_climbing(*climbing);
849 if ((player_status->bonus == ICE_BONUS) && (animate)) {
851 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
852 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
853 Vector paccel = Vector(0, 1000);
854 std::string action = (dir==LEFT)?"left":"right";
855 Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
856 if (climbing) stop_climbing(*climbing);
858 player_status->max_fire_bullets = 0;
859 player_status->max_ice_bullets = 0;
861 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
862 if (type == ICE_BONUS) player_status->max_ice_bullets++;
864 player_status->bonus = type;
869 Player::set_visible(bool visible)
871 this->visible = visible;
873 set_group(COLGROUP_MOVING);
875 set_group(COLGROUP_DISABLED);
879 Player::get_visible()
887 kick_timer.start(KICK_TIME);
891 Player::draw(DrawingContext& context)
896 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
897 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
898 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
899 float py = Sector::current()->camera->get_translation().y;
900 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
901 context.draw_surface(airarrow.get(), Vector(px, py), LAYER_HUD - 1);
904 std::string sa_prefix = "";
905 if (player_status->bonus == GROWUP_BONUS)
907 else if (player_status->bonus == FIRE_BONUS)
909 else if (player_status->bonus == ICE_BONUS)
914 /* Set Tux sprite action */
916 // while growing, do not change action
917 // do_duck() will take care of cancelling growing manually
918 // update() will take care of cancelling when growing completed
921 sprite->set_action(sa_prefix+((dir == LEFT)?"-skid-left":"-skid-right"));
923 else if (backflipping) {
924 sprite->set_action(sa_prefix+((dir == LEFT)?"-backflip-left":"-backflip-right"));
926 else if (duck && is_big()) {
927 sprite->set_action(sa_prefix+((dir == LEFT)?"-duck-left":"-duck-right"));
929 else if (skidding_timer.started() && !skidding_timer.check()) {
930 sprite->set_action(sa_prefix+((dir == LEFT)?"-skid-left":"-skid-right"));
932 else if (kick_timer.started() && !kick_timer.check()) {
933 sprite->set_action(sa_prefix+((dir == LEFT)?"-kick-left":"-kick-right"));
935 else if (butt_jump && is_big()) {
936 sprite->set_action(sa_prefix+((dir == LEFT)?"-buttjump-left":"-buttjump-right"));
938 else if (!on_ground()) {
939 sprite->set_action(sa_prefix+((dir == LEFT)?"-jump-left":"-jump-right"));
942 if (fabsf(physic.get_velocity_x()) < 1.0f) {
943 // if(idle_timer.check()) {
944 // sprite->set_action(sa_prefix+((dir == LEFT)?"-idle-left":"-idle-right"));
946 sprite->set_action(sa_prefix+((dir == LEFT)?"-stand-left":"-stand-right"));
950 sprite->set_action(sa_prefix+((dir == LEFT)?"-walk-left":"-walk-right"));
956 // Tux is holding something
957 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
958 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
966 sprite->set_action("gameover");
970 if (safe_timer.started() && size_t(game_time*40)%2)
973 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
979 Player::collision_tile(uint32_t tile_attributes)
981 if(tile_attributes & Tile::HURTS)
986 if( tile_attributes & Tile::WATER ){
992 if( tile_attributes & Tile::WATER ){
995 sound_manager->play( "sounds/splash.ogg" );
1002 Player::collision_solid(const CollisionHit& hit)
1005 if(physic.get_velocity_y() > 0)
1006 physic.set_velocity_y(0);
1008 on_ground_flag = true;
1009 floor_normal = hit.slope_normal;
1014 physic.set_velocity_y(-300);
1015 on_ground_flag = false;
1016 Sector::current()->add_object(new Particles(
1017 Vector(get_bbox().p2.x, get_bbox().p2.y),
1019 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1021 Sector::current()->add_object(new Particles(
1022 Vector(get_bbox().p1.x, get_bbox().p2.y),
1024 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1028 } else if(hit.top) {
1029 if(physic.get_velocity_y() < 0)
1030 physic.set_velocity_y(.2f);
1033 if(hit.left || hit.right) {
1034 physic.set_velocity_x(0);
1039 if(hit.left || hit.right) {
1041 } else if(hit.top || hit.bottom) {
1048 Player::collision(GameObject& other, const CollisionHit& hit)
1050 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1055 if(hit.left || hit.right) {
1056 try_grab(); //grab objects right now, in update it will be too late
1059 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1061 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1062 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1063 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1065 if(controller->pressed(Controller::UP))
1066 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1072 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1073 if(badguy != NULL) {
1074 if(safe_timer.started() || invincible_timer.started())
1084 Player::make_invincible()
1086 sound_manager->play("sounds/invincible.wav");
1087 invincible_timer.start(TUX_INVINCIBLE_TIME);
1088 Sector::current()->play_music(HERRING_MUSIC);
1093 Player::kill(bool completely)
1095 if(dying || deactivated)
1098 if(!completely && (safe_timer.started() || invincible_timer.started()))
1101 sound_manager->play("sounds/hurt.wav");
1103 if (climbing) stop_climbing(*climbing);
1105 physic.set_velocity_x(0);
1107 if(!completely && is_big()) {
1108 if(player_status->bonus == FIRE_BONUS
1109 || player_status->bonus == ICE_BONUS) {
1110 safe_timer.start(TUX_SAFE_TIME);
1111 set_bonus(GROWUP_BONUS, true);
1112 } else if(player_status->bonus == GROWUP_BONUS) {
1113 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1114 adjust_height(30.8f);
1116 set_bonus(NO_BONUS, true);
1117 } else if(player_status->bonus == NO_BONUS) {
1118 safe_timer.start(TUX_SAFE_TIME);
1119 adjust_height(30.8f);
1124 // do not die when in edit mode
1126 set_ghost_mode(true);
1130 if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
1132 for (int i = 0; i < 5; i++)
1134 // the numbers: starting x, starting y, velocity y
1135 Sector::current()->add_object(new FallingCoin(get_pos() +
1136 Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
1137 systemRandom.rand(-100,100)));
1139 player_status->coins -= std::max(player_status->coins/10, 25);
1143 GameSession::current()->set_reset_point("", Vector());
1145 physic.enable_gravity(true);
1146 physic.set_acceleration(0, 0);
1147 physic.set_velocity(0, -700);
1148 set_bonus(NO_BONUS, true);
1150 dying_timer.start(3.0);
1151 set_group(COLGROUP_DISABLED);
1153 DisplayEffect* effect = new DisplayEffect();
1154 effect->fade_out(3.0);
1155 Sector::current()->add_object(effect);
1156 sound_manager->stop_music(3.0);
1161 Player::move(const Vector& vector)
1165 // TODO: do we need the following? Seems irrelevant to moving the player
1167 set_size(31.8f, 63.8f);
1169 set_size(31.8f, 31.8f);
1171 last_ground_y = vector.y;
1172 if (climbing) stop_climbing(*climbing);
1178 Player::check_bounds(Camera* camera)
1180 /* Keep tux in bounds: */
1181 if (get_pos().x < 0) {
1182 // Lock Tux to the size of the level, so that he doesn't fall of
1184 set_pos(Vector(0, get_pos().y));
1187 /* fallen out of the level? */
1188 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1193 // can happen if back scrolling is disabled
1194 if(get_pos().x < camera->get_translation().x) {
1195 set_pos(Vector(camera->get_translation().x, get_pos().y));
1197 if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
1200 camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
1206 Player::add_velocity(const Vector& velocity)
1208 physic.set_velocity(physic.get_velocity() + velocity);
1212 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1214 if (end_speed.x > 0)
1215 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1216 if (end_speed.x < 0)
1217 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1218 if (end_speed.y > 0)
1219 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1220 if (end_speed.y < 0)
1221 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1225 Player::bounce(BadGuy& )
1227 if(controller->hold(Controller::JUMP))
1228 physic.set_velocity_y(-520);
1230 physic.set_velocity_y(-300);
1233 //Scripting Functions Below
1236 Player::deactivate()
1241 physic.set_velocity_x(0);
1242 physic.set_velocity_y(0);
1243 physic.set_acceleration_x(0);
1244 physic.set_acceleration_y(0);
1245 if (climbing) stop_climbing(*climbing);
1253 deactivated = false;
1256 void Player::walk(float speed)
1258 physic.set_velocity_x(speed);
1262 Player::set_ghost_mode(bool enable)
1264 if (ghost_mode == enable)
1267 if (climbing) stop_climbing(*climbing);
1271 set_group(COLGROUP_DISABLED);
1272 physic.enable_gravity(false);
1273 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1276 set_group(COLGROUP_MOVING);
1277 physic.enable_gravity(true);
1278 log_debug << "You feel solid again." << std::endl;
1284 Player::set_edit_mode(bool enable)
1290 Player::start_climbing(Climbable& climbable)
1292 if (climbing == &climbable) return;
1294 climbing = &climbable;
1295 physic.enable_gravity(false);
1296 physic.set_velocity(0, 0);
1297 physic.set_acceleration(0, 0);
1301 Player::stop_climbing(Climbable& /*climbable*/)
1303 if (!climbing) return;
1307 if (grabbed_object) {
1308 grabbed_object->ungrab(*this, dir);
1309 grabbed_object = NULL;
1312 physic.enable_gravity(true);
1313 physic.set_velocity(0, 0);
1314 physic.set_acceleration(0, 0);
1316 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1317 on_ground_flag = true;
1318 // TODO: This won't help. Why?
1324 Player::handle_input_climbing()
1327 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1333 if (controller->hold(Controller::LEFT)) {
1337 if (controller->hold(Controller::RIGHT)) {
1341 if (controller->hold(Controller::UP)) {
1344 if (controller->hold(Controller::DOWN)) {
1347 if (controller->hold(Controller::JUMP)) {
1349 stop_climbing(*climbing);
1355 if (controller->hold(Controller::ACTION)) {
1356 stop_climbing(*climbing);
1359 physic.set_velocity(vx, vy);
1360 physic.set_acceleration(0, 0);