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"
53 static const int TILES_FOR_BUTTJUMP = 3;
54 static const float SHOOTING_TIME = .150;
55 /// time before idle animation starts
56 static const float IDLE_TIME = 2.5;
58 static const float WALK_ACCELERATION_X = 300;
59 static const float RUN_ACCELERATION_X = 400;
60 static const float SKID_XM = 200;
61 static const float SKID_TIME = .3;
62 static const float MAX_WALK_XM = 230;
63 static const float MAX_RUN_XM = 320;
64 static const float WALK_SPEED = 100;
66 static const float KICK_TIME = .3;
67 static const float CHEER_TIME = 1;
69 static const float UNDUCK_HURT_TIME = 0.25; /**< if Tux cannot unduck for this long, he will get hurt */
72 Surface* growingtux_left[GROWING_FRAMES];
73 Surface* growingtux_right[GROWING_FRAMES];
75 Surface* tux_life = 0;
77 TuxBodyParts* small_tux = 0;
78 TuxBodyParts* big_tux = 0;
79 TuxBodyParts* fire_tux = 0;
80 TuxBodyParts* ice_tux = 0;
83 TuxBodyParts::set_action(std::string action, int loops)
86 head->set_action(action, loops);
88 body->set_action(action, loops);
90 arms->set_action(action, loops);
92 feet->set_action(action, loops);
96 TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
99 head->draw(context, pos, layer-1);
101 body->draw(context, pos, layer-3);
103 arms->draw(context, pos, layer+10);
105 feet->draw(context, pos, layer-2);
108 Player::Player(PlayerStatus* _player_status)
109 : player_status(_player_status), grabbed_object(NULL), ghost_mode(false)
111 controller = main_controller;
112 smalltux_gameover = sprite_manager->create("images/creatures/tux_small/smalltux-gameover.sprite");
113 smalltux_star = sprite_manager->create("images/creatures/tux_small/smalltux-star.sprite");
114 bigtux_star = sprite_manager->create("images/creatures/tux_big/bigtux-star.sprite");
116 sound_manager->preload("sounds/bigjump.wav");
117 sound_manager->preload("sounds/jump.wav");
118 sound_manager->preload("sounds/hurt.wav");
119 sound_manager->preload("sounds/skid.wav");
120 sound_manager->preload("sounds/flip.wav");
121 sound_manager->preload("sounds/invincible.wav");
128 delete smalltux_gameover;
129 delete smalltux_star;
137 set_size(31.8, 62.8);
139 set_size(31.8, 30.8);
149 fall_mode = ON_GROUND;
154 backflipping = false;
155 backflip_direction = 0;
158 on_ground_flag = false;
159 grabbed_object = NULL;
165 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
167 Scripting::Player* interface = static_cast<Scripting::Player*> (this);
168 Scripting::expose_object(vm, table_idx, interface, "Tux", false);
172 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
174 Scripting::unexpose_object(vm, table_idx, "Tux");
178 Player::set_controller(Controller* controller)
180 this->controller = controller;
184 Player::adjust_height(float new_height)
187 bbox2.move(Vector(0, bbox.get_height() - new_height));
188 bbox2.set_height(new_height);
189 if (!Sector::current()->is_free_space(bbox2))
192 // adjust bbox accordingly
193 // note that we use members of moving_object for this, so we can run this during CD, too
195 set_size(bbox2.get_width(), bbox2.get_height());
200 Player::update(float elapsed_time)
202 if(dying && dying_timer.check()) {
207 if(!dying && !deactivated)
210 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
211 if (deactivated) apply_friction();
213 // extend/shrink tux collision rectangle so that we fall through/walk over 1
215 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
221 // on downward slopes, adjust vertical velocity so tux walks smoothly down
223 if(floor_normal.y != 0) {
224 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
225 physic.set_velocity_y(250);
230 // handle backflipping
232 //prevent player from changing direction when backflipping
233 dir = (backflip_direction == 1) ? LEFT : RIGHT;
234 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
239 fall_mode = ON_GROUND;
240 last_ground_y = get_pos().y;
242 if(get_pos().y > last_ground_y)
244 else if(fall_mode == ON_GROUND)
248 // check if we landed
251 if (backflipping && (!backflip_timer.started())) {
252 backflipping = false;
253 backflip_direction = 0;
255 // if controls are currently deactivated, we take care of standing up ourselves
256 if (deactivated) do_standup();
262 if (butt_jump && on_ground() && is_big()) {
265 Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
267 Sector::current()->add_smoke_cloud(
268 Vector(get_pos().x - 32, get_pos().y + 32));
272 // Break bricks beneath Tux
273 if(Sector::current()->trybreakbrick(
274 Vector(base.x + 1, base.y + base.height), false)
275 || Sector::current()->trybreakbrick(
276 Vector(base.x + base.width - 1, base.y + base.height), false)) {
277 physic.set_velocity_y(-2);
281 // Kill nearby badguys
282 std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
283 for (std::vector<GameObject*>::iterator i = gameobjects.begin();
284 i != gameobjects.end();
286 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
288 // don't kill when badguys are already dying or in a certain mode
289 if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
290 badguy->mode != BadGuy::BOMB_EXPLODE) {
291 if (fabsf(base.x - badguy->base.x) < 96 &&
292 fabsf(base.y - badguy->base.y) < 64)
300 // calculate movement for this frame
301 movement = physic.get_movement(elapsed_time);
303 if(grabbed_object != NULL && !dying) {
304 Vector pos = get_pos() +
305 Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32);
306 grabbed_object->grab(*this, pos, dir);
309 if(grabbed_object != NULL && dying){
310 grabbed_object->ungrab(*this, dir);
311 grabbed_object = NULL;
314 on_ground_flag = false;
316 // when invincible, spawn particles
317 if (invincible_timer.started() && !dying)
319 if (systemRandom.rand(0, 2) == 0) {
320 float px = systemRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
321 float py = systemRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
322 Vector ppos = Vector(px, py);
323 Vector pspeed = Vector(0, 0);
324 Vector paccel = Vector(0, 0);
325 // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
326 if (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) {
327 // make every other a longer sparkle to make trail a bit fuzzy
328 if (size_t(game_time*20)%2) {
329 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
331 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
334 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
344 return on_ground_flag;
350 if(player_status->bonus == NO_BONUS)
357 Player::apply_friction()
359 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
360 physic.set_velocity_x(0);
361 physic.set_acceleration_x(0);
362 } else if(physic.get_velocity_x() < 0) {
363 physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5);
365 physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
369 // if we're on ice slow down acceleration or deceleration
370 if (isice(base.x, base.y + base.height))
372 /* the acceleration/deceleration rate on ice is inversely proportional to
373 * the current velocity.
376 // increasing 1 will increase acceleration/deceleration rate
377 // decreasing 1 will decrease acceleration/deceleration rate
378 // must stay above zero, though
379 if (ax != 0) ax *= 1 / fabs(vx);
386 Player::handle_horizontal_input()
388 float vx = physic.get_velocity_x();
389 float vy = physic.get_velocity_y();
390 float ax = physic.get_acceleration_x();
391 float ay = physic.get_acceleration_y();
394 if(!duck || physic.get_velocity_y() != 0) {
395 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
399 } else if(!controller->hold(Controller::LEFT)
400 && controller->hold(Controller::RIGHT)) {
407 // only run if action key is pressed and we're not holding anything
408 if (!(controller->hold(Controller::ACTION) && (!grabbed_object))) {
409 ax = dirsign * WALK_ACCELERATION_X;
411 if(vx >= MAX_WALK_XM && dirsign > 0) {
414 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
419 ax = dirsign * RUN_ACCELERATION_X;
421 if(vx >= MAX_RUN_XM && dirsign > 0) {
424 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
430 // we can reach WALK_SPEED without any acceleration
431 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
432 vx = dirsign * WALK_SPEED;
435 // changing directions?
436 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
438 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
439 skidding_timer.start(SKID_TIME);
440 sound_manager->play("sounds/skid.wav");
441 // dust some particles
442 Sector::current()->add_object(
444 Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
445 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
446 Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8,
455 physic.set_velocity(vx, vy);
456 physic.set_acceleration(ax, ay);
458 // we get slower when not pressing any keys
476 if (!is_big()) return;
478 if (physic.get_velocity_y() != 0) return;
479 if (!on_ground()) return;
481 if (adjust_height(31.8)) {
483 unduck_hurt_timer.stop();
490 Player::do_standup() {
492 if (!is_big()) return;
493 if (backflipping) return;
495 if (adjust_height(63.8)) {
497 unduck_hurt_timer.stop();
499 // if timer is not already running, start it.
500 if (unduck_hurt_timer.get_period() == 0) {
501 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
503 else if (unduck_hurt_timer.check()) {
511 Player::do_backflip() {
513 if (!on_ground()) return;
515 // TODO: we don't have an animation for firetux backflipping, so let's revert to bigtux
516 set_bonus(GROWUP_BONUS, true);
518 backflip_direction = (dir == LEFT)?(+1):(-1);
521 sound_manager->play("sounds/flip.wav");
522 backflip_timer.start(0.15);
526 Player::do_jump(float yspeed) {
527 if (!on_ground()) return;
529 physic.set_velocity_y(yspeed);
530 //bbox.move(Vector(0, -1));
532 on_ground_flag = false;
537 sound_manager->play("sounds/bigjump.wav");
539 sound_manager->play("sounds/jump.wav");
544 Player::handle_vertical_input()
548 if(controller->pressed(Controller::JUMP) && (can_jump)) {
550 // when running, only jump a little bit; else do a backflip
551 if (physic.get_velocity_x() != 0) do_jump(-300); else do_backflip();
553 // jump a bit higher if we are running; else do a normal jump
554 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
557 // Let go of jump key
558 else if(!controller->hold(Controller::JUMP)) {
559 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
561 physic.set_velocity_y(0);
565 /* In case the player has pressed Down while in a certain range of air,
566 enable butt jump action */
567 if (controller->hold(Controller::DOWN) && !butt_jump && !duck && is_big() && jumping) {
571 /* When Down is not held anymore, disable butt jump */
572 if(butt_jump && !controller->hold(Controller::DOWN))
577 Player::handle_input()
580 handle_input_ghost();
584 if(!controller->hold(Controller::ACTION) && grabbed_object) {
585 // move the grabbed object a bit away from tux
586 Vector pos = get_pos() +
587 Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
588 bbox.get_height()*0.66666 - 32);
589 Rect dest(pos, pos + Vector(32, 32));
590 if(Sector::current()->is_free_space(dest)) {
591 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
593 moving_object->set_pos(pos);
595 log_debug << "Non MovingObjetc grabbed?!?" << std::endl;
597 grabbed_object->ungrab(*this, dir);
598 grabbed_object = NULL;
603 if( controller->released( Controller::PEEK_LEFT ) ) {
606 if( controller->released( Controller::PEEK_RIGHT ) ) {
609 if( controller->pressed( Controller::PEEK_LEFT ) ) {
612 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
616 /* Handle horizontal movement: */
617 if (!backflipping) handle_horizontal_input();
620 if (on_ground() && !controller->hold(Controller::JUMP))
623 /* Handle vertical movement: */
624 handle_vertical_input();
627 if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) {
628 if(Sector::current()->add_bullet(
629 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
630 : Vector(32, bbox.get_height()/2)),
631 physic.get_velocity_x(), dir))
632 shooting_timer.start(SHOOTING_TIME);
635 /* Duck or Standup! */
636 if (controller->hold(Controller::DOWN)) do_duck(); else do_standup();
641 Player::handle_input_ghost()
645 if (controller->hold(Controller::LEFT)) {
647 vx -= MAX_RUN_XM * 2;
649 if (controller->hold(Controller::RIGHT)) {
651 vx += MAX_RUN_XM * 2;
653 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
654 vy -= MAX_RUN_XM * 2;
656 if (controller->hold(Controller::DOWN)) {
657 vy += MAX_RUN_XM * 2;
659 if (controller->hold(Controller::ACTION)) {
660 set_ghost_mode(false);
662 physic.set_velocity(vx, vy);
663 physic.set_acceleration(0, 0);
667 Player::add_coins(int count)
669 player_status->add_coins(count);
673 Player::add_bonus(const std::string& bonustype)
675 BonusType type = NO_BONUS;
677 if(bonustype == "grow") {
679 } else if(bonustype == "fireflower") {
681 } else if(bonustype == "iceflower") {
683 } else if(bonustype == "none") {
686 std::ostringstream msg;
687 msg << "Unknown bonus type " << bonustype;
688 throw std::runtime_error(msg.str());
691 return add_bonus(type);
695 Player::add_bonus(BonusType type, bool animate)
697 // always ignore NO_BONUS
698 if (type == NO_BONUS) {
702 // ignore GROWUP_BONUS if we're already big
703 if (type == GROWUP_BONUS) {
704 if (player_status->bonus == GROWUP_BONUS)
706 if (player_status->bonus == FIRE_BONUS)
708 if (player_status->bonus == ICE_BONUS)
712 return set_bonus(type, animate);
716 Player::set_bonus(BonusType type, bool animate)
718 if(player_status->bonus == NO_BONUS) {
719 if (!adjust_height(62.8)) {
720 printf("can't adjust\n");
724 growing_timer.start(GROWING_TIME);
727 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
728 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
729 // visually lose helmet
730 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
731 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
732 Vector paccel = Vector(0, 1000);
733 std::string action = (dir==LEFT)?"left":"right";
734 Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
736 player_status->max_fire_bullets = 0;
737 player_status->max_ice_bullets = 0;
739 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
740 if (type == ICE_BONUS) player_status->max_ice_bullets++;
742 player_status->bonus = type;
747 Player::set_visible(bool visible)
749 this->visible = visible;
751 set_group(COLGROUP_MOVING);
753 set_group(COLGROUP_DISABLED);
757 Player::get_visible()
765 kick_timer.start(KICK_TIME);
769 Player::draw(DrawingContext& context)
774 TuxBodyParts* tux_body;
776 if (player_status->bonus == GROWUP_BONUS)
778 else if (player_status->bonus == FIRE_BONUS)
780 else if (player_status->bonus == ICE_BONUS)
783 tux_body = small_tux;
785 int layer = LAYER_OBJECTS + 1;
787 /* Set Tux sprite action */
791 tux_body->set_action("backflip-left");
793 tux_body->set_action("backflip-right");
795 else if (duck && is_big())
798 tux_body->set_action("duck-left");
800 tux_body->set_action("duck-right");
802 else if (skidding_timer.started() && !skidding_timer.check())
805 tux_body->set_action("skid-left");
807 tux_body->set_action("skid-right");
809 else if (kick_timer.started() && !kick_timer.check())
812 tux_body->set_action("kick-left");
814 tux_body->set_action("kick-right");
816 else if (butt_jump && is_big())
819 tux_body->set_action("buttjump-left");
821 tux_body->set_action("buttjump-right");
823 else if (!on_ground())
826 tux_body->set_action("jump-left");
828 tux_body->set_action("jump-right");
832 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
835 tux_body->set_action("stand-left");
837 tux_body->set_action("stand-right");
842 tux_body->set_action("walk-left");
844 tux_body->set_action("walk-right");
848 if(idle_timer.check())
853 tux_body->head->set_action("idle-left", 1);
855 tux_body->head->set_action("idle-right", 1);
860 // Tux is holding something
861 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
862 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check()))
867 tux_body->arms->set_action("duck+grab-left");
869 tux_body->arms->set_action("duck+grab-right");
874 tux_body->arms->set_action("grab-left");
876 tux_body->arms->set_action("grab-right");
882 smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1);
884 else if ((growing_timer.get_timeleft() > 0) && (!duck)) {
886 context.draw_surface(growingtux_right[int((growing_timer.get_timegone() *
887 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
889 context.draw_surface(growingtux_left[int((growing_timer.get_timegone() *
890 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
893 else if (safe_timer.started() && size_t(game_time*40)%2)
896 tux_body->draw(context, get_pos(), layer);
901 Player::collision_tile(uint32_t tile_attributes)
903 if(tile_attributes & Tile::HURTS)
908 Player::collision_solid(const CollisionHit& hit)
911 if(physic.get_velocity_y() > 0)
912 physic.set_velocity_y(0);
914 on_ground_flag = true;
915 floor_normal = hit.slope_normal;
917 if(physic.get_velocity_y() < 0)
918 physic.set_velocity_y(.2);
921 if(hit.left || hit.right) {
922 physic.set_velocity_x(0);
927 if(hit.left || hit.right) {
929 } else if(hit.top || hit.bottom) {
936 Player::collision(GameObject& other, const CollisionHit& hit)
938 Bullet* bullet = dynamic_cast<Bullet*> (&other);
943 // if we hit something from the side that is portable, the ACTION button is pressed and we are not already holding anything: grab it
944 if ((hit.left || hit.right) && (other.get_flags() & FLAG_PORTABLE) && controller->hold(Controller::ACTION) && (!grabbed_object)) {
945 Portable* portable = dynamic_cast<Portable*> (&other);
946 assert(portable != NULL);
948 grabbed_object = portable;
949 grabbed_object->grab(*this, get_pos(), dir);
955 assert(dynamic_cast<MovingObject*> (&other) != NULL);
957 MovingObject* moving_object = static_cast<MovingObject*> (&other);
958 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
959 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
961 if(controller->pressed(Controller::UP))
962 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
968 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
970 if(safe_timer.started() || invincible_timer.started())
980 Player::make_invincible()
982 sound_manager->play("sounds/invincible.wav");
983 invincible_timer.start(TUX_INVINCIBLE_TIME);
984 Sector::current()->play_music(HERRING_MUSIC);
989 Player::kill(bool completely)
991 if(dying || deactivated)
994 if(!completely && (safe_timer.started() || invincible_timer.started()))
997 sound_manager->play("sounds/hurt.wav");
999 physic.set_velocity_x(0);
1001 if(!completely && is_big()) {
1002 if(player_status->bonus == FIRE_BONUS
1003 || player_status->bonus == ICE_BONUS) {
1004 safe_timer.start(TUX_SAFE_TIME);
1005 set_bonus(GROWUP_BONUS, true);
1007 //growing_timer.start(GROWING_TIME);
1008 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1009 adjust_height(30.8);
1011 set_bonus(NO_BONUS, true);
1014 for (int i = 0; (i < 5) && (i < player_status->coins); i++)
1016 // the numbers: starting x, starting y, velocity y
1017 Sector::current()->add_object(new FallingCoin(get_pos() +
1018 Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
1019 systemRandom.rand(-100,100)));
1021 physic.enable_gravity(true);
1022 physic.set_acceleration(0, 0);
1023 physic.set_velocity(0, -700);
1024 player_status->coins -= 25;
1025 set_bonus(NO_BONUS, true);
1027 dying_timer.start(3.0);
1028 set_group(COLGROUP_DISABLED);
1030 DisplayEffect* effect = new DisplayEffect();
1031 effect->fade_out(3.0);
1032 Sector::current()->add_object(effect);
1033 sound_manager->stop_music(3.0);
1038 Player::move(const Vector& vector)
1042 // TODO: do we need the following? Seems irrelevant to moving the player
1044 set_size(31.8, 63.8);
1046 set_size(31.8, 31.8);
1048 last_ground_y = vector.y;
1054 Player::check_bounds(Camera* camera)
1056 /* Keep tux in bounds: */
1057 if (get_pos().x < 0) {
1058 // Lock Tux to the size of the level, so that he doesn't fall of
1060 set_pos(Vector(0, get_pos().y));
1063 /* Keep in-bounds, vertically: */
1064 if (get_pos().y > Sector::current()->solids->get_height() * 32) {
1069 bool adjust = false;
1070 // can happen if back scrolling is disabled
1071 if(get_pos().x < camera->get_translation().x) {
1072 set_pos(Vector(camera->get_translation().x, get_pos().y));
1075 if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
1078 camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
1087 if(collision_object_map(bbox)) {
1096 Player::add_velocity(const Vector& velocity)
1098 physic.set_velocity(physic.get_velocity() + velocity);
1102 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1104 if (end_speed.x > 0) physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1105 if (end_speed.x < 0) physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1106 if (end_speed.y > 0) physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1107 if (end_speed.y < 0) physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1111 Player::bounce(BadGuy& )
1113 if(controller->hold(Controller::JUMP))
1114 physic.set_velocity_y(-520);
1116 physic.set_velocity_y(-300);
1119 //Scripting Functions Below
1122 Player::deactivate()
1124 if (deactivated) return;
1126 physic.set_velocity_x(0);
1127 physic.set_velocity_y(0);
1128 physic.set_acceleration_x(0);
1129 physic.set_acceleration_y(0);
1135 if (!deactivated) return;
1136 deactivated = false;
1139 void Player::walk(float speed)
1141 physic.set_velocity_x(speed);
1145 Player::set_ghost_mode(bool enable)
1147 if (ghost_mode == enable) return;
1150 set_group(COLGROUP_DISABLED);
1151 physic.enable_gravity(false);
1152 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1155 set_group(COLGROUP_MOVING);
1156 physic.enable_gravity(true);
1157 log_debug << "You feel solid again." << std::endl;