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 = 400.0f;
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 velocity (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;
89 /** gravity is higher after the jump key is released before
90 the apex of the jump is reached */
91 static const float JUMP_EARLY_APEX_FACTOR = 3.0;
97 Player::Player(PlayerStatus* _player_status, const std::string& name)
98 : scripting_controller(0),
99 player_status(_player_status),
100 scripting_controller_old(0),
101 grabbed_object(NULL), ghost_mode(false), edit_mode(false), climbing(0)
104 controller = main_controller;
105 scripting_controller = new CodeController();
106 sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
107 airarrow.reset(new Surface("images/engine/hud/airarrow.png"));
109 sound_manager->preload("sounds/bigjump.wav");
110 sound_manager->preload("sounds/jump.wav");
111 sound_manager->preload("sounds/hurt.wav");
112 sound_manager->preload("sounds/skid.wav");
113 sound_manager->preload("sounds/flip.wav");
114 sound_manager->preload("sounds/invincible.wav");
115 sound_manager->preload("sounds/splash.ogg");
116 sound_manager->preload("sounds/shoot.wav");
123 if (climbing) stop_climbing(*climbing);
125 delete scripting_controller;
132 set_size(31.8f, 62.8f);
134 set_size(31.8f, 30.8f);
145 fall_mode = ON_GROUND;
147 jump_early_apex = false;
149 wants_buttjump = false;
150 does_buttjump = false;
153 backflipping = false;
154 backflip_direction = 0;
157 speedlimit = 0; //no special limit
159 on_ground_flag = false;
160 grabbed_object = NULL;
168 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
173 Scripting::expose_object(vm, table_idx, dynamic_cast<Scripting::Player *>(this), name, false);
177 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
182 Scripting::unexpose_object(vm, table_idx, name);
186 Player::get_speedlimit()
192 Player::set_speedlimit(float newlimit)
198 Player::set_controller(Controller* controller)
200 this->controller = controller;
204 Player::use_scripting_controller(bool use_or_release)
206 if ((use_or_release == true) && (controller != scripting_controller)) {
207 scripting_controller_old = get_controller();
208 set_controller(scripting_controller);
210 if ((use_or_release == false) && (controller == scripting_controller)) {
211 set_controller(scripting_controller_old);
212 scripting_controller_old = 0;
217 Player::do_scripting_controller(std::string control, bool pressed)
219 for(int i = 0; Controller::controlNames[i] != 0; ++i) {
220 if(control == std::string(Controller::controlNames[i])) {
221 scripting_controller->press(Controller::Control(i), pressed);
227 Player::adjust_height(float new_height)
230 bbox2.move(Vector(0, bbox.get_height() - new_height));
231 bbox2.set_height(new_height);
233 if(new_height > bbox.get_height()) {
234 Rect additional_space = bbox2;
235 additional_space.set_height(new_height - bbox.get_height());
236 if(!Sector::current()->is_free_of_statics(additional_space, this, true))
240 // adjust bbox accordingly
241 // note that we use members of moving_object for this, so we can run this during CD, too
243 set_size(bbox2.get_width(), bbox2.get_height());
248 Player::trigger_sequence(std::string sequence_name)
250 if (climbing) stop_climbing(*climbing);
251 GameSession::current()->start_sequence(sequence_name);
255 Player::update(float elapsed_time)
262 if(dying && dying_timer.check()) {
267 if(!dying && !deactivated)
270 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
274 // extend/shrink tux collision rectangle so that we fall through/walk over 1
276 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
282 // on downward slopes, adjust vertical velocity so tux walks smoothly down
284 if(floor_normal.y != 0) {
285 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
286 physic.set_velocity_y(250);
291 // handle backflipping
293 //prevent player from changing direction when backflipping
294 dir = (backflip_direction == 1) ? LEFT : RIGHT;
295 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
300 fall_mode = ON_GROUND;
301 last_ground_y = get_pos().y;
303 if(get_pos().y > last_ground_y)
305 else if(fall_mode == ON_GROUND)
309 // check if we landed
312 if (backflipping && (!backflip_timer.started())) {
313 backflipping = false;
314 backflip_direction = 0;
316 // if controls are currently deactivated, we take care of standing up ourselves
322 // calculate movement for this frame
323 movement = physic.get_movement(elapsed_time);
325 if(grabbed_object != NULL && !dying) {
326 Vector pos = get_pos() +
327 Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32);
328 grabbed_object->grab(*this, pos, dir);
331 if(grabbed_object != NULL && dying){
332 grabbed_object->ungrab(*this, dir);
333 grabbed_object = NULL;
336 on_ground_flag = false;
338 // when invincible, spawn particles
339 if (invincible_timer.started() && !dying)
341 if (systemRandom.rand(0, 2) == 0) {
342 float px = systemRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
343 float py = systemRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
344 Vector ppos = Vector(px, py);
345 Vector pspeed = Vector(0, 0);
346 Vector paccel = Vector(0, 0);
347 // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
348 if (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) {
349 // make every other a longer sparkle to make trail a bit fuzzy
350 if (size_t(game_time*20)%2) {
351 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
353 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
356 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
362 if (sprite->animation_done()) growing = false;
370 return on_ground_flag;
376 if(player_status->bonus == NO_BONUS)
383 Player::apply_friction()
385 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
386 physic.set_velocity_x(0);
387 physic.set_acceleration_x(0);
388 } else if(physic.get_velocity_x() < 0) {
389 physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5);
390 } else if(physic.get_velocity_x() > 0) {
391 physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
396 Player::handle_horizontal_input()
398 float vx = physic.get_velocity_x();
399 float vy = physic.get_velocity_y();
400 float ax = physic.get_acceleration_x();
401 float ay = physic.get_acceleration_y();
404 if(!duck || physic.get_velocity_y() != 0) {
405 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
409 } else if(!controller->hold(Controller::LEFT)
410 && controller->hold(Controller::RIGHT)) {
417 // do not run if action key is pressed or we're holding something
418 // so tux can only walk while shooting
419 if ( controller->hold(Controller::ACTION) || grabbed_object ) {
420 ax = dirsign * WALK_ACCELERATION_X;
422 if(vx >= MAX_WALK_XM && dirsign > 0) {
425 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
430 if( vx * dirsign < MAX_WALK_XM ) {
431 ax = dirsign * WALK_ACCELERATION_X;
433 ax = dirsign * RUN_ACCELERATION_X;
436 if(vx >= MAX_RUN_XM && dirsign > 0) {
439 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
445 // we can reach WALK_SPEED without any acceleration
446 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
447 vx = dirsign * WALK_SPEED;
451 if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
452 vx = dirsign * speedlimit;
456 // changing directions?
457 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
459 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
460 skidding_timer.start(SKID_TIME);
461 sound_manager->play("sounds/skid.wav");
462 // dust some particles
463 Sector::current()->add_object(
465 Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
466 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
467 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
476 physic.set_velocity(vx, vy);
477 physic.set_acceleration(ax, ay);
479 // we get slower when not pressing any keys
501 if (physic.get_velocity_y() != 0)
508 if (adjust_height(31.8f)) {
511 unduck_hurt_timer.stop();
518 Player::do_standup() {
526 if (adjust_height(63.8f)) {
528 unduck_hurt_timer.stop();
530 // if timer is not already running, start it.
531 if (unduck_hurt_timer.get_period() == 0) {
532 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
534 else if (unduck_hurt_timer.check()) {
542 Player::do_backflip() {
548 backflip_direction = (dir == LEFT)?(+1):(-1);
551 sound_manager->play("sounds/flip.wav");
552 backflip_timer.start(0.15f);
556 Player::do_jump(float yspeed) {
560 physic.set_velocity_y(yspeed);
561 //bbox.move(Vector(0, -1));
563 on_ground_flag = false;
568 sound_manager->play("sounds/bigjump.wav");
570 sound_manager->play("sounds/jump.wav");
575 Player::early_jump_apex() {
576 if(jump_early_apex) {
579 jump_early_apex = true;
580 physic.set_gravity(physic.get_gravity() * JUMP_EARLY_APEX_FACTOR);
584 Player::do_jump_apex() {
585 if(!jump_early_apex) {
588 jump_early_apex = false;
589 physic.set_gravity(physic.get_gravity() / JUMP_EARLY_APEX_FACTOR);
593 Player::handle_vertical_input()
596 if(controller->pressed(Controller::JUMP) && (can_jump)) {
598 // when running, only jump a little bit; else do a backflip
599 if ((physic.get_velocity_x() != 0) || (controller->hold(Controller::LEFT)) || (controller->hold(Controller::RIGHT))) do_jump(-300); else do_backflip();
601 // jump a bit higher if we are running; else do a normal jump
602 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
605 // Let go of jump key
606 else if(!controller->hold(Controller::JUMP)) {
607 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
613 if(jump_early_apex && physic.get_velocity_y() >= 0) {
617 /* In case the player has pressed Down while in a certain range of air,
618 enable butt jump action */
619 if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
620 wants_buttjump = true;
621 if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
624 /* When Down is not held anymore, disable butt jump */
625 if(!controller->hold(Controller::DOWN)) {
626 wants_buttjump = false;
627 does_buttjump = false;
631 physic.set_acceleration_y(0);
634 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
635 physic.set_acceleration_y(-2000);
636 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
642 Player::handle_input()
645 handle_input_ghost();
649 handle_input_climbing();
654 if( controller->released( Controller::PEEK_LEFT ) ) {
657 if( controller->released( Controller::PEEK_RIGHT ) ) {
660 if( controller->released( Controller::PEEK_UP ) ) {
663 if( controller->released( Controller::PEEK_DOWN ) ) {
666 if( controller->pressed( Controller::PEEK_LEFT ) ) {
669 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
672 if(!backflipping && !jumping && on_ground()) {
673 if( controller->pressed( Controller::PEEK_UP ) ) {
675 } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
680 /* Handle horizontal movement: */
681 if (!backflipping) handle_horizontal_input();
684 if (on_ground() && !controller->hold(Controller::JUMP))
687 /* Handle vertical movement: */
688 handle_vertical_input();
691 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
692 if(Sector::current()->add_bullet(
693 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
694 : Vector(32, bbox.get_height()/2)),
695 physic.get_velocity_x(), dir))
696 shooting_timer.start(SHOOTING_TIME);
699 /* Duck or Standup! */
700 if (controller->hold(Controller::DOWN)) {
709 if(!controller->hold(Controller::ACTION) && grabbed_object) {
710 // move the grabbed object a bit away from tux
711 Vector pos = get_pos() +
712 Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
713 bbox.get_height()*0.66666 - 32);
714 Rect dest(pos, pos + Vector(32, 32));
715 if(Sector::current()->is_free_of_movingstatics(dest)) {
716 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
718 moving_object->set_pos(pos);
720 log_debug << "Non MovingObject grabbed?!?" << std::endl;
722 if(controller->hold(Controller::UP)) {
723 grabbed_object->ungrab(*this, UP);
725 grabbed_object->ungrab(*this, dir);
727 grabbed_object = NULL;
735 if(controller->hold(Controller::ACTION) && !grabbed_object
737 Sector* sector = Sector::current();
740 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
742 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
745 for(Sector::Portables::iterator i = sector->portables.begin();
746 i != sector->portables.end(); ++i) {
747 Portable* portable = *i;
748 if(!portable->is_portable())
751 // make sure the Portable is a MovingObject
752 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
753 assert(moving_object);
754 if(moving_object == NULL)
757 // make sure the Portable isn't currently non-solid
758 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
760 // check if we are within reach
761 if(moving_object->get_bbox().contains(pos)) {
762 if (climbing) stop_climbing(*climbing);
763 grabbed_object = portable;
764 grabbed_object->grab(*this, get_pos(), dir);
772 Player::handle_input_ghost()
776 if (controller->hold(Controller::LEFT)) {
778 vx -= MAX_RUN_XM * 2;
780 if (controller->hold(Controller::RIGHT)) {
782 vx += MAX_RUN_XM * 2;
784 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
785 vy -= MAX_RUN_XM * 2;
787 if (controller->hold(Controller::DOWN)) {
788 vy += MAX_RUN_XM * 2;
790 if (controller->hold(Controller::ACTION)) {
791 set_ghost_mode(false);
793 physic.set_velocity(vx, vy);
794 physic.set_acceleration(0, 0);
798 Player::add_coins(int count)
800 player_status->add_coins(count);
806 return player_status->coins;
810 Player::add_bonus(const std::string& bonustype)
812 BonusType type = NO_BONUS;
814 if(bonustype == "grow") {
816 } else if(bonustype == "fireflower") {
818 } else if(bonustype == "iceflower") {
820 } else if(bonustype == "none") {
823 std::ostringstream msg;
824 msg << "Unknown bonus type " << bonustype;
825 throw std::runtime_error(msg.str());
828 return add_bonus(type);
832 Player::add_bonus(BonusType type, bool animate)
834 // always ignore NO_BONUS
835 if (type == NO_BONUS) {
839 // ignore GROWUP_BONUS if we're already big
840 if (type == GROWUP_BONUS) {
841 if (player_status->bonus == GROWUP_BONUS)
843 if (player_status->bonus == FIRE_BONUS)
845 if (player_status->bonus == ICE_BONUS)
849 return set_bonus(type, animate);
853 Player::set_bonus(BonusType type, bool animate)
855 if(player_status->bonus == NO_BONUS) {
856 if (!adjust_height(62.8f)) {
857 printf("can't adjust\n");
862 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
864 if (climbing) stop_climbing(*climbing);
867 if (type == NO_BONUS) {
868 if (does_buttjump) does_buttjump = false;
871 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
872 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
873 // visually lose helmet
874 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
875 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
876 Vector paccel = Vector(0, 1000);
877 std::string action = (dir==LEFT)?"left":"right";
878 Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
879 if (climbing) stop_climbing(*climbing);
881 if ((player_status->bonus == ICE_BONUS) && (animate)) {
883 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
884 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
885 Vector paccel = Vector(0, 1000);
886 std::string action = (dir==LEFT)?"left":"right";
887 Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
888 if (climbing) stop_climbing(*climbing);
890 player_status->max_fire_bullets = 0;
891 player_status->max_ice_bullets = 0;
893 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
894 if (type == ICE_BONUS) player_status->max_ice_bullets++;
896 player_status->bonus = type;
901 Player::set_visible(bool visible)
903 this->visible = visible;
905 set_group(COLGROUP_MOVING);
907 set_group(COLGROUP_DISABLED);
911 Player::get_visible()
919 kick_timer.start(KICK_TIME);
923 Player::draw(DrawingContext& context)
928 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
929 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
930 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
931 float py = Sector::current()->camera->get_translation().y;
932 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
933 context.draw_surface(airarrow.get(), Vector(px, py), LAYER_HUD - 1);
936 std::string sa_prefix = "";
937 if (player_status->bonus == GROWUP_BONUS)
939 else if (player_status->bonus == FIRE_BONUS)
941 else if (player_status->bonus == ICE_BONUS)
946 /* Set Tux sprite action */
948 sprite->set_action_continued((dir == LEFT)?"grow-left":"grow-right");
949 // while growing, do not change action
950 // do_duck() will take care of cancelling growing manually
951 // update() will take care of cancelling when growing completed
954 sprite->set_action(sa_prefix+((dir == LEFT)?"-skid-left":"-skid-right"));
956 else if (backflipping) {
957 sprite->set_action(sa_prefix+((dir == LEFT)?"-backflip-left":"-backflip-right"));
959 else if (duck && is_big()) {
960 sprite->set_action(sa_prefix+((dir == LEFT)?"-duck-left":"-duck-right"));
962 else if (skidding_timer.started() && !skidding_timer.check()) {
963 sprite->set_action(sa_prefix+((dir == LEFT)?"-skid-left":"-skid-right"));
965 else if (kick_timer.started() && !kick_timer.check()) {
966 sprite->set_action(sa_prefix+((dir == LEFT)?"-kick-left":"-kick-right"));
968 else if ((wants_buttjump || does_buttjump) && is_big()) {
969 sprite->set_action(sa_prefix+((dir == LEFT)?"-buttjump-left":"-buttjump-right"));
971 else if (!on_ground()) {
972 sprite->set_action(sa_prefix+((dir == LEFT)?"-jump-left":"-jump-right"));
975 if (fabsf(physic.get_velocity_x()) < 1.0f) {
976 // if(idle_timer.check()) {
977 // sprite->set_action(sa_prefix+((dir == LEFT)?"-idle-left":"-idle-right"));
979 sprite->set_action(sa_prefix+((dir == LEFT)?"-stand-left":"-stand-right"));
983 sprite->set_action(sa_prefix+((dir == LEFT)?"-walk-left":"-walk-right"));
989 // Tux is holding something
990 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
991 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
999 sprite->set_action("gameover");
1003 if (safe_timer.started() && size_t(game_time*40)%2)
1006 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1012 Player::collision_tile(uint32_t tile_attributes)
1014 if(tile_attributes & Tile::HURTS)
1019 if( tile_attributes & Tile::WATER ){
1025 if( tile_attributes & Tile::WATER ){
1028 sound_manager->play( "sounds/splash.ogg" );
1035 Player::collision_solid(const CollisionHit& hit)
1038 if(physic.get_velocity_y() > 0)
1039 physic.set_velocity_y(0);
1041 on_ground_flag = true;
1042 floor_normal = hit.slope_normal;
1045 if (does_buttjump) {
1046 does_buttjump = false;
1047 physic.set_velocity_y(-300);
1048 on_ground_flag = false;
1049 Sector::current()->add_object(new Particles(
1050 Vector(get_bbox().p2.x, get_bbox().p2.y),
1052 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1054 Sector::current()->add_object(new Particles(
1055 Vector(get_bbox().p1.x, get_bbox().p2.y),
1057 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1061 } else if(hit.top) {
1062 if(physic.get_velocity_y() < 0)
1063 physic.set_velocity_y(.2f);
1066 if(hit.left || hit.right) {
1067 physic.set_velocity_x(0);
1072 if(hit.left || hit.right) {
1074 } else if(hit.top || hit.bottom) {
1081 Player::collision(GameObject& other, const CollisionHit& hit)
1083 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1088 if(hit.left || hit.right) {
1089 try_grab(); //grab objects right now, in update it will be too late
1092 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1094 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1095 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1096 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1098 if(controller->pressed(Controller::UP))
1099 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1105 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1106 if(badguy != NULL) {
1107 if(safe_timer.started() || invincible_timer.started())
1117 Player::make_invincible()
1119 sound_manager->play("sounds/invincible.wav");
1120 invincible_timer.start(TUX_INVINCIBLE_TIME);
1121 Sector::current()->play_music(HERRING_MUSIC);
1126 Player::kill(bool completely)
1128 if(dying || deactivated)
1131 if(!completely && (safe_timer.started() || invincible_timer.started()))
1136 sound_manager->play("sounds/hurt.wav");
1138 if (climbing) stop_climbing(*climbing);
1140 physic.set_velocity_x(0);
1142 if(!completely && is_big()) {
1143 if(player_status->bonus == FIRE_BONUS
1144 || player_status->bonus == ICE_BONUS) {
1145 safe_timer.start(TUX_SAFE_TIME);
1146 set_bonus(GROWUP_BONUS, true);
1147 } else if(player_status->bonus == GROWUP_BONUS) {
1148 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1149 adjust_height(30.8f);
1151 backflipping = false;
1152 set_bonus(NO_BONUS, true);
1153 } else if(player_status->bonus == NO_BONUS) {
1154 safe_timer.start(TUX_SAFE_TIME);
1155 adjust_height(30.8f);
1160 // do not die when in edit mode
1162 set_ghost_mode(true);
1166 if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
1168 for (int i = 0; i < 5; i++)
1170 // the numbers: starting x, starting y, velocity y
1171 Sector::current()->add_object(new FallingCoin(get_pos() +
1172 Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
1173 systemRandom.rand(-100,100)));
1175 player_status->coins -= std::max(player_status->coins/10, 25);
1179 GameSession::current()->set_reset_point("", Vector());
1181 physic.enable_gravity(true);
1182 physic.set_acceleration(0, 0);
1183 physic.set_velocity(0, -700);
1184 set_bonus(NO_BONUS, true);
1186 dying_timer.start(3.0);
1187 set_group(COLGROUP_DISABLED);
1189 DisplayEffect* effect = new DisplayEffect();
1190 effect->fade_out(3.0);
1191 Sector::current()->add_object(effect);
1192 sound_manager->stop_music(3.0);
1197 Player::move(const Vector& vector)
1201 // TODO: do we need the following? Seems irrelevant to moving the player
1203 set_size(31.8f, 63.8f);
1205 set_size(31.8f, 31.8f);
1207 last_ground_y = vector.y;
1208 if (climbing) stop_climbing(*climbing);
1214 Player::check_bounds(Camera* camera)
1216 /* Keep tux in bounds: */
1217 if (get_pos().x < 0) {
1218 // Lock Tux to the size of the level, so that he doesn't fall of
1220 set_pos(Vector(0, get_pos().y));
1223 /* fallen out of the level? */
1224 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1229 // can happen if back scrolling is disabled
1230 if(get_pos().x < camera->get_translation().x) {
1231 set_pos(Vector(camera->get_translation().x, get_pos().y));
1233 if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
1236 camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
1242 Player::add_velocity(const Vector& velocity)
1244 physic.set_velocity(physic.get_velocity() + velocity);
1248 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1250 if (end_speed.x > 0)
1251 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1252 if (end_speed.x < 0)
1253 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1254 if (end_speed.y > 0)
1255 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1256 if (end_speed.y < 0)
1257 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1261 Player::get_velocity()
1263 return physic.get_velocity();
1267 Player::bounce(BadGuy& )
1269 if(controller->hold(Controller::JUMP))
1270 physic.set_velocity_y(-520);
1272 physic.set_velocity_y(-300);
1275 //Scripting Functions Below
1278 Player::deactivate()
1283 physic.set_velocity_x(0);
1284 physic.set_velocity_y(0);
1285 physic.set_acceleration_x(0);
1286 physic.set_acceleration_y(0);
1287 if (climbing) stop_climbing(*climbing);
1295 deactivated = false;
1298 void Player::walk(float speed)
1300 physic.set_velocity_x(speed);
1304 Player::set_ghost_mode(bool enable)
1306 if (ghost_mode == enable)
1309 if (climbing) stop_climbing(*climbing);
1313 set_group(COLGROUP_DISABLED);
1314 physic.enable_gravity(false);
1315 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1318 set_group(COLGROUP_MOVING);
1319 physic.enable_gravity(true);
1320 log_debug << "You feel solid again." << std::endl;
1326 Player::set_edit_mode(bool enable)
1332 Player::start_climbing(Climbable& climbable)
1334 if (climbing == &climbable) return;
1336 climbing = &climbable;
1337 physic.enable_gravity(false);
1338 physic.set_velocity(0, 0);
1339 physic.set_acceleration(0, 0);
1343 Player::stop_climbing(Climbable& /*climbable*/)
1345 if (!climbing) return;
1349 if (grabbed_object) {
1350 grabbed_object->ungrab(*this, dir);
1351 grabbed_object = NULL;
1354 physic.enable_gravity(true);
1355 physic.set_velocity(0, 0);
1356 physic.set_acceleration(0, 0);
1358 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1359 on_ground_flag = true;
1360 // TODO: This won't help. Why?
1366 Player::handle_input_climbing()
1369 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1375 if (controller->hold(Controller::LEFT)) {
1379 if (controller->hold(Controller::RIGHT)) {
1383 if (controller->hold(Controller::UP)) {
1386 if (controller->hold(Controller::DOWN)) {
1389 if (controller->hold(Controller::JUMP)) {
1391 stop_climbing(*climbing);
1397 if (controller->hold(Controller::ACTION)) {
1398 stop_climbing(*climbing);
1401 physic.set_velocity(vx, vy);
1402 physic.set_acceleration(0, 0);