3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
27 #include "sprite/sprite_manager.h"
30 #include "sprite/sprite.h"
32 #include "resources.h"
33 #include "video/screen.h"
34 #include "statistics.h"
35 #include "game_session.h"
36 #include "object/tilemap.h"
37 #include "object/camera.h"
38 #include "object/gameobjs.h"
39 #include "object/portable.h"
40 #include "trigger/trigger_base.h"
41 #include "control/joystickkeyboardcontroller.h"
44 static const int TILES_FOR_BUTTJUMP = 3;
45 static const float SHOOTING_TIME = .150;
46 /// time before idle animation starts
47 static const float IDLE_TIME = 2.5;
49 static const float WALK_ACCELERATION_X = 300;
50 static const float RUN_ACCELERATION_X = 400;
51 static const float SKID_XM = 200;
52 static const float SKID_TIME = .3;
53 static const float MAX_WALK_XM = 230;
54 static const float MAX_RUN_XM = 320;
55 static const float WALK_SPEED = 100;
58 Surface* growingtux_left[GROWING_FRAMES];
59 Surface* growingtux_right[GROWING_FRAMES];
61 Surface* tux_life = 0;
63 TuxBodyParts* small_tux = 0;
64 TuxBodyParts* big_tux = 0;
65 TuxBodyParts* fire_tux = 0;
66 TuxBodyParts* ice_tux = 0;
69 TuxBodyParts::set_action(std::string action, int loops)
72 head->set_action(action, loops);
74 body->set_action(action, loops);
76 arms->set_action(action, loops);
78 feet->set_action(action, loops);
82 TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
85 head->draw(context, pos, layer-1);
87 body->draw(context, pos, layer-3);
89 arms->draw(context, pos, layer);
91 feet->draw(context, pos, layer-2);
94 Player::Player(PlayerStatus* _player_status)
95 : player_status(_player_status), grabbed_object(0)
97 controller = main_controller;
98 smalltux_gameover = sprite_manager->create("smalltux-gameover");
99 smalltux_star = sprite_manager->create("smalltux-star");
100 bigtux_star = sprite_manager->create("bigtux-star");
106 delete smalltux_gameover;
107 delete smalltux_star;
115 bbox.set_size(31.8, 63.8);
117 bbox.set_size(31.8, 31.8);
126 fall_mode = ON_GROUND;
131 falling_from_flap = false;
132 enable_hover = false;
135 flapping_velocity = 0;
137 // temporary to help player's choosing a flapping
138 flapping_mode = NO_FLAP;
140 // Ricardo's flapping
143 on_ground_flag = false;
150 Player::set_controller(Controller* controller)
152 this->controller = controller;
156 Player::update(float elapsed_time)
158 if(dying && dying_timer.check()) {
163 if(!controller->hold(Controller::ACTION) && grabbed_object) {
165 // move the grabbed object a bit away from tux
166 Vector pos = get_pos() +
167 Vector(dir == LEFT ? -bbox.get_width() : bbox.get_width(),
168 bbox.get_height()*0.66666 - 32);
169 MovingObject* object = dynamic_cast<MovingObject*> (grabbed_object);
171 object->set_pos(pos);
174 std::cout << "Non MovingObjetc grabbed?!?\n";
182 movement = physic.get_movement(elapsed_time);
183 on_ground_flag = false;
186 // special exception for cases where we're stuck under tiles after
187 // being ducked. In this case we drift out
188 if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
189 && collision_object_map(base)) {
190 base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
191 previous_base = old_base = base;
195 if(grabbed_object != 0) {
196 Vector pos = get_pos() +
197 Vector(dir == LEFT ? -16 : 16,
198 bbox.get_height()*0.66666 - 32);
199 grabbed_object->grab(*this, pos);
206 return on_ground_flag;
212 if(player_status->bonus == NO_BONUS)
219 Player::handle_horizontal_input()
221 float vx = physic.get_velocity_x();
222 float vy = physic.get_velocity_y();
223 float ax = physic.get_acceleration_x();
224 float ay = physic.get_acceleration_y();
227 if(!duck || physic.get_velocity_y() != 0) {
228 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
232 } else if(!controller->hold(Controller::LEFT)
233 && controller->hold(Controller::RIGHT)) {
240 if (!controller->hold(Controller::ACTION)) {
241 ax = dirsign * WALK_ACCELERATION_X;
243 if(vx >= MAX_WALK_XM && dirsign > 0) {
246 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
251 ax = dirsign * RUN_ACCELERATION_X;
253 if(vx >= MAX_RUN_XM && dirsign > 0) {
256 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
262 // we can reach WALK_SPEED without any acceleration
263 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
264 vx = dirsign * WALK_SPEED;
267 // changing directions?
268 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
270 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
271 skidding_timer.start(SKID_TIME);
272 sound_manager->play_sound("skid");
273 // dust some partcles
274 Sector::current()->add_object(
276 Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0),
278 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
279 Vector(280,-260), Vector(0,0.030), 3, Color(100,100,100), 3, .8,
288 // we get slower when not pressing any keys
290 if(fabs(vx) < WALK_SPEED) {
294 ax = WALK_ACCELERATION_X * 1.5;
296 ax = WALK_ACCELERATION_X * -1.5;
301 // if we're on ice slow down acceleration or deceleration
302 if (isice(base.x, base.y + base.height))
304 /* the acceleration/deceleration rate on ice is inversely proportional to
305 * the current velocity.
308 // increasing 1 will increase acceleration/deceleration rate
309 // decreasing 1 will decrease acceleration/deceleration rate
310 // must stay above zero, though
311 if (ax != 0) ax *= 1 / fabs(vx);
315 // extend/shrink tux collision rectangle so that we fall through/walk over 1
317 if(fabsf(vx) > MAX_WALK_XM) {
320 bbox.set_width(31.8);
323 physic.set_velocity(vx, vy);
324 physic.set_acceleration(ax, ay);
328 Player::handle_vertical_input()
332 fall_mode = ON_GROUND;
333 last_ground_y = get_pos().y;
335 if(get_pos().y > last_ground_y)
337 else if(fall_mode == ON_GROUND)
341 if(on_ground()) { /* Make sure jumping is off. */
344 falling_from_flap = false;
345 if (flapping_timer.started()) {
346 flapping_timer.stop();
349 physic.set_acceleration_y(0); //for flapping
353 if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
354 if (duck) // only jump a little bit when in duck mode
355 physic.set_velocity_y(300);
356 else if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) // jump higher if we are running
357 physic.set_velocity_y(580);
359 physic.set_velocity_y(520);
361 //bbox.move(Vector(0, -1));
366 flaps_nb = 0; // Ricardo's flapping
368 sound_manager->play_sound("bigjump");
370 sound_manager->play_sound("jump");
371 } else if(!controller->hold(Controller::JUMP)) { // Let go of jump key
372 if (!flapping && !duck && !falling_from_flap && !on_ground()) {
375 if (jumping && physic.get_velocity_y() > 0) {
377 physic.set_velocity_y(0);
381 // temporary to help players choosing a flapping
382 if(flapping_mode == RICARDO_FLAP) {
383 // Flapping, Ricardo's version
384 // similar to SM3 Fox
385 if(controller->pressed(Controller::JUMP) && can_flap && flaps_nb < 3) {
386 physic.set_velocity_y(350);
387 physic.set_velocity_x(physic.get_velocity_x() * 35);
390 } else if(flapping_mode == MAREK_FLAP) {
392 // Flapping, Marek and Ondra's version
393 if (controller->hold(Controller::JUMP) && can_flap)
395 if (flapping_timer.check())
399 falling_from_flap = true;
401 else if (!flapping_timer.started())
403 flapping_timer.start(TUX_FLAPPING_TIME);
404 flapping_velocity = physic.get_velocity_x();
410 float cv = flapping_velocity * sqrt(
411 TUX_FLAPPING_TIME - flapping_timer.get_timegone()
412 / TUX_FLAPPING_TIME);
414 //Handle change of direction while flapping
415 if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {
419 if (controller->hold(Controller::LEFT)) {
420 cv = -TUX_FLAPPING_LEAST_X;
422 else if (controller->hold(Controller::RIGHT)) {
423 cv = TUX_FLAPPING_LEAST_X;
426 physic.set_velocity_x(cv);
427 physic.set_velocity_y(flapping_timer.get_timegone()
428 * TUX_FLAPPING_STRENGTH);
429 //std::cout << "Timegone: " << flapping_timer.get_timegone() << ", Y velocity: " << physic.get_velocity_y() << "\n";
433 } else if(flapping_mode == RYAN_FLAP) {
434 // Flapping, Ryan's version
435 if (controller->hold(Controller::JUMP) && can_flap)
437 if (!flapping_timer.started())
439 flapping_timer.start(TUX_FLAPPING_TIME);
441 if (flapping_timer.check())
444 falling_from_flap = true;
448 if (flapping && flapping_timer.get_timegone() <= TUX_FLAPPING_TIME
449 && physic.get_velocity_y() < 0)
451 float gravity = Sector::current()->gravity;
453 float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
455 // XXX: magic numbers. should be a percent of gravity
456 // gravity is (by default) -0.1f
457 physic.set_acceleration_y(12 + 1*xr);
460 // To slow down x-vel when flapping (not working)
461 if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM)
463 if (physic.get_velocity_x() < 0)
464 physic.set_acceleration_x(1.0f);
465 else if (physic.get_velocity_x() > 0)
466 physic.set_acceleration_x(-1.0f);
471 physic.set_acceleration_y(0);
476 /* In case the player has pressed Down while in a certain range of air,
477 enable butt jump action */
478 if (controller->hold(Controller::DOWN) && !butt_jump && !duck)
479 //if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
482 /* When Down is not held anymore, disable butt jump */
483 if(butt_jump && !controller->hold(Controller::DOWN))
488 if (butt_jump && on_ground() && is_big()) {
491 Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
493 Sector::current()->add_smoke_cloud(
494 Vector(get_pos().x - 32, get_pos().y + 32));
498 // Break bricks beneath Tux
499 if(Sector::current()->trybreakbrick(
500 Vector(base.x + 1, base.y + base.height), false)
501 || Sector::current()->trybreakbrick(
502 Vector(base.x + base.width - 1, base.y + base.height), false)) {
503 physic.set_velocity_y(2);
507 // Kill nearby badguys
508 std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
509 for (std::vector<GameObject*>::iterator i = gameobjects.begin();
510 i != gameobjects.end();
512 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
514 // don't kill when badguys are already dying or in a certain mode
515 if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
516 badguy->mode != BadGuy::BOMB_EXPLODE) {
517 if (fabsf(base.x - badguy->base.x) < 96 &&
518 fabsf(base.y - badguy->base.y) < 64)
526 /** jumping is only allowed if we're about to touch ground soon and if the
527 * button has been up in between the last jump
531 if ( (issolid(get_pos().x + bbox.get_width() / 2,
532 get_pos().y + bbox.get_height() + 64) ||
533 issolid(get_pos().x + 1, get_pos().y + bbox.get_height() + 64) ||
534 issolid(get_pos().x + bbox.get_width() - 1,
535 get_pos().y + bbox.get_height() + 64))
538 && input.jump && !input.old_jump)
546 Player::handle_input()
548 /* Handle horizontal movement: */
549 handle_horizontal_input();
552 if (on_ground() && !controller->hold(Controller::JUMP))
554 handle_vertical_input();
557 if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) {
558 if(Sector::current()->add_bullet(
559 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
560 : Vector(32, bbox.get_height()/2)),
561 physic.get_velocity_x(), dir))
562 shooting_timer.start(SHOOTING_TIME);
566 if (controller->hold(Controller::DOWN) && is_big() && !duck
567 && physic.get_velocity_y() == 0 && on_ground()) {
569 bbox.move(Vector(0, 32));
570 bbox.set_height(31.8);
571 } else if(!controller->hold(Controller::DOWN) && is_big() && duck) {
572 // try if we can really unduck
573 bbox.move(Vector(0, -32));
574 bbox.set_height(63.8);
578 // when unducking in air we need some space to do so
579 if(on_ground() || !collision_object_map(bbox)) {
582 // undo the ducking changes
583 bbox.move(Vector(0, 32));
584 bbox.set_height(31.8);
591 Player::set_bonus(BonusType type, bool animate)
593 if(player_status->bonus >= type)
596 if(player_status->bonus == NO_BONUS) {
597 bbox.set_height(63.8);
598 bbox.move(Vector(0, -32));
600 growing_timer.start(GROWING_TIME);
603 player_status->bonus = type;
607 Player::draw(DrawingContext& context)
609 TuxBodyParts* tux_body;
611 if (player_status->bonus == GROWUP_BONUS)
613 else if (player_status->bonus == FIRE_BONUS)
615 else if (player_status->bonus == ICE_BONUS)
618 tux_body = small_tux;
620 int layer = LAYER_OBJECTS + 10;
622 /* Set Tux sprite action */
623 if (duck && is_big())
626 tux_body->set_action("duck-left");
628 tux_body->set_action("duck-right");
630 else if (skidding_timer.started() && !skidding_timer.check())
633 tux_body->set_action("skid-left");
635 tux_body->set_action("skid-right");
637 else if (kick_timer.started() && !kick_timer.check())
640 tux_body->set_action("kick-left");
642 tux_body->set_action("kick-right");
644 else if (butt_jump && is_big())
647 tux_body->set_action("buttjump-left");
649 tux_body->set_action("buttjump-right");
651 else if (physic.get_velocity_y() != 0)
654 tux_body->set_action("jump-left");
656 tux_body->set_action("jump-right");
660 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
663 tux_body->set_action("stand-left");
665 tux_body->set_action("stand-right");
670 tux_body->set_action("walk-left");
672 tux_body->set_action("walk-right");
676 if(idle_timer.check())
681 tux_body->head->set_action("idle-left", 1);
683 tux_body->head->set_action("idle-right", 1);
688 // Tux is holding something
689 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
690 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check()))
695 tux_body->arms->set_action("duck+grab-left");
697 tux_body->arms->set_action("duck+grab-right");
702 tux_body->arms->set_action("grab-left");
704 tux_body->arms->set_action("grab-right");
710 smalltux_gameover->draw(context, get_pos(), layer);
711 } else if(growing_timer.get_timeleft() > 0) {
715 context.draw_surface(growingtux_right[GROWING_FRAMES-1 -
716 int((growing_timer.get_timegone() *
717 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
719 context.draw_surface(growingtux_left[GROWING_FRAMES-1 -
720 int((growing_timer.get_timegone() *
721 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
726 context.draw_surface(growingtux_right[
727 int((growing_timer.get_timegone() *
728 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
730 context.draw_surface(growingtux_left[
731 int((growing_timer.get_timegone() *
732 GROWING_FRAMES) / GROWING_TIME)],
736 else if (safe_timer.started() && size_t(global_time*40)%2)
739 tux_body->draw(context, get_pos(), layer);
741 // Draw blinking star overlay
742 if (invincible_timer.started() &&
743 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING
744 || size_t(global_time*20)%2)
747 if (!is_big() || duck)
748 smalltux_star->draw(context, get_pos(), layer + 5);
750 bigtux_star->draw(context, get_pos(), layer + 5);
755 Player::collision(GameObject& other, const CollisionHit& hit)
757 Portable* portable = dynamic_cast<Portable*> (&other);
758 if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
759 && fabsf(hit.normal.x) > .9) {
760 grabbed_object = portable;
764 if(other.get_flags() & FLAG_SOLID) {
765 if(hit.normal.y < 0) { // landed on floor?
766 if (physic.get_velocity_y() < 0)
767 physic.set_velocity_y(0);
768 on_ground_flag = true;
769 } else if(hit.normal.y > 0) { // bumped against the roof
770 physic.set_velocity_y(.1);
773 if(fabsf(hit.normal.x) > .9) { // hit on the side?
774 physic.set_velocity_x(0);
780 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
782 if(controller->pressed(Controller::UP))
783 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
790 Player::make_invincible()
792 sound_manager->play_sound("invincible");
793 invincible_timer.start(TUX_INVINCIBLE_TIME);
794 Sector::current()->play_music(HERRING_MUSIC);
799 Player::kill(HurtMode mode)
805 safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)
808 sound_manager->play_sound("hurt");
810 physic.set_velocity_x(0);
812 if (mode == SHRINK && is_big())
814 if (player_status->bonus == FIRE_BONUS
815 || player_status->bonus == ICE_BONUS)
817 safe_timer.start(TUX_SAFE_TIME);
818 player_status->bonus = GROWUP_BONUS;
822 growing_timer.start(GROWING_TIME);
823 safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
824 bbox.set_height(31.8);
826 player_status->bonus = NO_BONUS;
831 physic.enable_gravity(true);
832 physic.set_acceleration(0, 0);
833 physic.set_velocity(0, 700);
834 player_status->lives -= 1;
835 player_status->bonus = NO_BONUS;
837 dying_timer.start(3.0);
838 flags |= FLAG_NO_COLLDET;
843 Player::move(const Vector& vector)
845 bbox.set_pos(vector);
847 bbox.set_size(31.8, 63.8);
849 bbox.set_size(31.8, 31.8);
850 on_ground_flag = false;
852 last_ground_y = vector.y;
858 Player::check_bounds(Camera* camera)
860 /* Keep tux in bounds: */
862 { // Lock Tux to the size of the level, so that he doesn't fall of
864 bbox.set_pos(Vector(0, get_pos().y));
867 /* Keep in-bounds, vertically: */
868 if (get_pos().y > Sector::current()->solids->get_height() * 32)
875 // can happen if back scrolling is disabled
876 if(get_pos().x < camera->get_translation().x) {
877 bbox.set_pos(Vector(camera->get_translation().x, get_pos().y));
880 if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
883 camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
892 if(collision_object_map(bbox)) {
901 Player::bounce(BadGuy& )
903 //Make sure we stopped flapping
905 falling_from_flap = false;
907 if(controller->hold(Controller::JUMP))
908 physic.set_velocity_y(520);
910 physic.set_velocity_y(300);