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.
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 "video/screen.hpp"
35 #include "statistics.hpp"
36 #include "game_session.hpp"
37 #include "object/tilemap.hpp"
38 #include "object/camera.hpp"
39 #include "object/gameobjs.hpp"
40 #include "object/portable.hpp"
41 #include "object/bullet.hpp"
42 #include "trigger/trigger_base.hpp"
43 #include "control/joystickkeyboardcontroller.hpp"
45 #include "player_status.hpp"
47 static const int TILES_FOR_BUTTJUMP = 3;
48 static const float SHOOTING_TIME = .150;
49 /// time before idle animation starts
50 static const float IDLE_TIME = 2.5;
52 static const float WALK_ACCELERATION_X = 300;
53 static const float RUN_ACCELERATION_X = 400;
54 static const float SKID_XM = 200;
55 static const float SKID_TIME = .3;
56 static const float MAX_WALK_XM = 230;
57 static const float MAX_RUN_XM = 320;
58 static const float WALK_SPEED = 100;
60 static const float KICK_TIME = .3;
63 Surface* growingtux_left[GROWING_FRAMES];
64 Surface* growingtux_right[GROWING_FRAMES];
66 Surface* tux_life = 0;
68 TuxBodyParts* small_tux = 0;
69 TuxBodyParts* big_tux = 0;
70 TuxBodyParts* fire_tux = 0;
71 TuxBodyParts* ice_tux = 0;
74 TuxBodyParts::set_action(std::string action, int loops)
77 head->set_action(action, loops);
79 body->set_action(action, loops);
81 arms->set_action(action, loops);
83 feet->set_action(action, loops);
87 TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
90 head->draw(context, pos, layer-1);
92 body->draw(context, pos, layer-3);
94 arms->draw(context, pos, layer);
96 feet->draw(context, pos, layer-2);
99 Player::Player(PlayerStatus* _player_status)
100 : player_status(_player_status), grabbed_object(0)
102 controller = main_controller;
103 smalltux_gameover = sprite_manager->create("smalltux-gameover");
104 smalltux_star = sprite_manager->create("smalltux-star");
105 bigtux_star = sprite_manager->create("bigtux-star");
111 delete smalltux_gameover;
112 delete smalltux_star;
120 bbox.set_size(31.8, 63.8);
122 bbox.set_size(31.8, 31.8);
131 fall_mode = ON_GROUND;
136 backflipping = false;
137 backflip_direction = 0;
139 on_ground_flag = false;
146 Player::set_controller(Controller* controller)
148 this->controller = controller;
152 Player::update(float elapsed_time)
154 if(dying && dying_timer.check()) {
159 // fixes the "affected even while blinking" bug
160 if (safe_timer.started() && this->get_group() != COLGROUP_MOVING_ONLY_STATIC) {
161 this->set_group(COLGROUP_MOVING_ONLY_STATIC);
163 else if (!safe_timer.started() && this->get_group() == COLGROUP_MOVING_ONLY_STATIC) {
164 this->set_group(COLGROUP_MOVING);
167 if(!controller->hold(Controller::ACTION) && grabbed_object) {
168 // move the grabbed object a bit away from tux
169 Vector pos = get_pos() +
170 Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
171 bbox.get_height()*0.66666 - 32);
172 Rect dest(pos, pos + Vector(32, 32));
173 if(Sector::current()->is_free_space(dest)) {
174 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
176 moving_object->set_pos(pos);
179 std::cout << "Non MovingObjetc grabbed?!?\n";
182 grabbed_object->ungrab(*this, dir);
187 if(!dying && !deactivated)
190 movement = physic.get_movement(elapsed_time);
191 on_ground_flag = false;
194 // special exception for cases where we're stuck under tiles after
195 // being ducked. In this case we drift out
196 if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
197 && collision_object_map(base)) {
198 base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
199 previous_base = old_base = base;
203 if(grabbed_object != 0) {
204 Vector pos = get_pos() +
205 Vector(dir == LEFT ? -16 : 16,
206 bbox.get_height()*0.66666 - 32);
207 grabbed_object->grab(*this, pos, dir);
214 return on_ground_flag;
220 if(player_status->bonus == NO_BONUS)
227 Player::handle_horizontal_input()
229 float vx = physic.get_velocity_x();
230 float vy = physic.get_velocity_y();
231 float ax = physic.get_acceleration_x();
232 float ay = physic.get_acceleration_y();
235 if(!duck || physic.get_velocity_y() != 0) {
236 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
240 } else if(!controller->hold(Controller::LEFT)
241 && controller->hold(Controller::RIGHT)) {
248 if (!controller->hold(Controller::ACTION)) {
249 ax = dirsign * WALK_ACCELERATION_X;
251 if(vx >= MAX_WALK_XM && dirsign > 0) {
254 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
259 ax = dirsign * RUN_ACCELERATION_X;
261 if(vx >= MAX_RUN_XM && dirsign > 0) {
264 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
270 // we can reach WALK_SPEED without any acceleration
271 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
272 vx = dirsign * WALK_SPEED;
275 // changing directions?
276 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
278 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
279 skidding_timer.start(SKID_TIME);
280 sound_manager->play("sounds/skid.wav");
281 // dust some particles
282 Sector::current()->add_object(
284 Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0),
286 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
287 Vector(280,-260), Vector(0,0.030), 3, Color(100,100,100), 3, .8,
296 // we get slower when not pressing any keys
298 if(fabs(vx) < WALK_SPEED) {
302 ax = WALK_ACCELERATION_X * 1.5;
304 ax = WALK_ACCELERATION_X * -1.5;
309 // if we're on ice slow down acceleration or deceleration
310 if (isice(base.x, base.y + base.height))
312 /* the acceleration/deceleration rate on ice is inversely proportional to
313 * the current velocity.
316 // increasing 1 will increase acceleration/deceleration rate
317 // decreasing 1 will decrease acceleration/deceleration rate
318 // must stay above zero, though
319 if (ax != 0) ax *= 1 / fabs(vx);
323 // extend/shrink tux collision rectangle so that we fall through/walk over 1
325 if(fabsf(vx) > MAX_WALK_XM) {
328 bbox.set_width(31.8);
331 physic.set_velocity(vx, vy);
332 physic.set_acceleration(ax, ay);
336 Player::handle_vertical_input()
340 fall_mode = ON_GROUND;
341 last_ground_y = get_pos().y;
343 if(get_pos().y > last_ground_y)
345 else if(fall_mode == ON_GROUND)
349 if(on_ground()) { /* Make sure jumping is off. */
352 backflipping = false;
353 backflip_direction = 0;
358 if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
360 if (physic.get_velocity_x() != 0) // only jump a little bit when running ducked
361 physic.set_velocity_y(300);
362 else { //do a backflip
364 physic.set_velocity_y(580);
365 backflip_timer.start(0.15);
368 else if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) // jump higher if we are running
369 physic.set_velocity_y(580);
371 physic.set_velocity_y(520);
373 //bbox.move(Vector(0, -1));
377 sound_manager->play("sounds/bigjump.wav");
379 sound_manager->play("sounds/jump.wav");
380 } else if(!controller->hold(Controller::JUMP)) { // Let go of jump key
381 if (!backflipping && jumping && physic.get_velocity_y() > 0) {
383 physic.set_velocity_y(0);
387 /* In case the player has pressed Down while in a certain range of air,
388 enable butt jump action */
389 if (controller->hold(Controller::DOWN) && !butt_jump && !duck)
390 //if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
393 /* When Down is not held anymore, disable butt jump */
394 if(butt_jump && !controller->hold(Controller::DOWN))
399 if (butt_jump && on_ground() && is_big()) {
402 Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
404 Sector::current()->add_smoke_cloud(
405 Vector(get_pos().x - 32, get_pos().y + 32));
409 // Break bricks beneath Tux
410 if(Sector::current()->trybreakbrick(
411 Vector(base.x + 1, base.y + base.height), false)
412 || Sector::current()->trybreakbrick(
413 Vector(base.x + base.width - 1, base.y + base.height), false)) {
414 physic.set_velocity_y(2);
418 // Kill nearby badguys
419 std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
420 for (std::vector<GameObject*>::iterator i = gameobjects.begin();
421 i != gameobjects.end();
423 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
425 // don't kill when badguys are already dying or in a certain mode
426 if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
427 badguy->mode != BadGuy::BOMB_EXPLODE) {
428 if (fabsf(base.x - badguy->base.x) < 96 &&
429 fabsf(base.y - badguy->base.y) < 64)
437 /** jumping is only allowed if we're about to touch ground soon and if the
438 * button has been up in between the last jump
442 if ( (issolid(get_pos().x + bbox.get_width() / 2,
443 get_pos().y + bbox.get_height() + 64) ||
444 issolid(get_pos().x + 1, get_pos().y + bbox.get_height() + 64) ||
445 issolid(get_pos().x + bbox.get_width() - 1,
446 get_pos().y + bbox.get_height() + 64))
449 && input.jump && !input.old_jump)
457 Player::handle_input()
459 /* Handle horizontal movement: */
460 if (!backflipping) handle_horizontal_input();
462 if (backflip_direction == 0) {
463 dir == LEFT ? backflip_direction = 1 : backflip_direction = -1;
465 else backflip_direction == 1 ? dir = LEFT : dir = RIGHT; //prevent player from changing direction when backflipping
466 if (backflip_timer.check()) physic.set_velocity_x(100 * backflip_direction);
471 if (on_ground() && !controller->hold(Controller::JUMP))
473 handle_vertical_input();
476 if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) {
477 if(Sector::current()->add_bullet(
478 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
479 : Vector(32, bbox.get_height()/2)),
480 physic.get_velocity_x(), dir))
481 shooting_timer.start(SHOOTING_TIME);
485 if (controller->hold(Controller::DOWN) && is_big() && !duck
486 && physic.get_velocity_y() == 0 && on_ground()) {
488 bbox.move(Vector(0, 32));
489 bbox.set_height(31.8);
490 } else if(!controller->hold(Controller::DOWN) && is_big() && duck) {
491 // try if we can really unduck
492 bbox.move(Vector(0, -32));
493 bbox.set_height(63.8);
497 // when unducking in air we need some space to do so
498 if(on_ground() || !collision_object_map(bbox)) {
501 // undo the ducking changes
502 bbox.move(Vector(0, 32));
503 bbox.set_height(31.8);
510 Player::set_bonus(BonusType type, bool animate)
512 if(player_status->bonus >= type)
515 if(player_status->bonus == NO_BONUS) {
516 bbox.set_height(63.8);
517 bbox.move(Vector(0, -32));
519 growing_timer.start(GROWING_TIME);
522 player_status->bonus = type;
528 kick_timer.start(KICK_TIME);
532 Player::draw(DrawingContext& context)
534 TuxBodyParts* tux_body;
536 if (player_status->bonus == GROWUP_BONUS)
538 else if (player_status->bonus == FIRE_BONUS)
540 else if (player_status->bonus == ICE_BONUS)
543 tux_body = small_tux;
545 int layer = LAYER_OBJECTS + 10;
547 /* Set Tux sprite action */
548 if (duck && is_big())
551 tux_body->set_action("duck-left");
553 tux_body->set_action("duck-right");
555 else if (skidding_timer.started() && !skidding_timer.check())
558 tux_body->set_action("skid-left");
560 tux_body->set_action("skid-right");
562 else if (kick_timer.started() && !kick_timer.check())
565 tux_body->set_action("kick-left");
567 tux_body->set_action("kick-right");
569 else if (butt_jump && is_big())
572 tux_body->set_action("buttjump-left");
574 tux_body->set_action("buttjump-right");
576 else if (physic.get_velocity_y() != 0)
579 tux_body->set_action("jump-left");
581 tux_body->set_action("jump-right");
585 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
588 tux_body->set_action("stand-left");
590 tux_body->set_action("stand-right");
595 tux_body->set_action("walk-left");
597 tux_body->set_action("walk-right");
601 if(idle_timer.check())
606 tux_body->head->set_action("idle-left", 1);
608 tux_body->head->set_action("idle-right", 1);
613 // Tux is holding something
614 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
615 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check()))
620 tux_body->arms->set_action("duck+grab-left");
622 tux_body->arms->set_action("duck+grab-right");
627 tux_body->arms->set_action("grab-left");
629 tux_body->arms->set_action("grab-right");
635 smalltux_gameover->draw(context, get_pos(), layer);
636 } else if(growing_timer.get_timeleft() > 0) {
640 context.draw_surface(growingtux_right[GROWING_FRAMES-1 -
641 int((growing_timer.get_timegone() *
642 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
644 context.draw_surface(growingtux_left[GROWING_FRAMES-1 -
645 int((growing_timer.get_timegone() *
646 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
651 context.draw_surface(growingtux_right[
652 int((growing_timer.get_timegone() *
653 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
655 context.draw_surface(growingtux_left[
656 int((growing_timer.get_timegone() *
657 GROWING_FRAMES) / GROWING_TIME)],
661 else if (safe_timer.started() && size_t(game_time*40)%2)
664 tux_body->draw(context, get_pos(), layer);
666 // Draw blinking star overlay
667 if (invincible_timer.started() &&
668 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING
669 || size_t(game_time*20)%2)
672 if (!is_big() || duck)
673 smalltux_star->draw(context, get_pos(), layer + 5);
675 bigtux_star->draw(context, get_pos(), layer + 5);
680 Player::collision_tile(uint32_t tile_attributes)
682 if(tile_attributes & Tile::HURTS)
687 Player::collision(GameObject& other, const CollisionHit& hit)
689 Bullet* bullet = dynamic_cast<Bullet*> (&other);
694 if(other.get_flags() & FLAG_PORTABLE) {
695 Portable* portable = dynamic_cast<Portable*> (&other);
696 if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
697 && fabsf(hit.normal.x) > .9) {
698 grabbed_object = portable;
703 if(other.get_flags() & FLAG_SOLID) {
704 if(hit.normal.y < 0) { // landed on floor?
705 if(physic.get_velocity_y() < 0)
706 physic.set_velocity_y(0);
707 on_ground_flag = true;
708 } else if(hit.normal.y > 0) { // bumped against the roof
709 physic.set_velocity_y(.1);
712 if(fabsf(hit.normal.x) > .9) { // hit on the side?
713 physic.set_velocity_x(0);
719 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
721 if(controller->pressed(Controller::UP))
722 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
727 MovingObject* moving_object = static_cast<MovingObject*> (&other);
728 if(moving_object->get_group() == COLGROUP_TOUCHABLE)
738 Player::make_invincible()
740 sound_manager->play("sounds/invincible.wav");
741 invincible_timer.start(TUX_INVINCIBLE_TIME);
742 Sector::current()->play_music(HERRING_MUSIC);
747 Player::kill(HurtMode mode)
749 if(dying || deactivated)
753 safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)
756 sound_manager->play("sounds/hurt.wav");
758 physic.set_velocity_x(0);
760 if (mode == SHRINK && is_big())
762 if (player_status->bonus == FIRE_BONUS
763 || player_status->bonus == ICE_BONUS)
765 safe_timer.start(TUX_SAFE_TIME);
766 player_status->bonus = GROWUP_BONUS;
770 growing_timer.start(GROWING_TIME);
771 safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
772 bbox.set_height(31.8);
774 player_status->bonus = NO_BONUS;
779 physic.enable_gravity(true);
780 physic.set_acceleration(0, 0);
781 physic.set_velocity(0, 700);
782 player_status->lives -= 1;
783 player_status->bonus = NO_BONUS;
785 dying_timer.start(3.0);
786 set_group(COLGROUP_DISABLED);
791 Player::move(const Vector& vector)
793 bbox.set_pos(vector);
795 bbox.set_size(31.8, 63.8);
797 bbox.set_size(31.8, 31.8);
798 on_ground_flag = false;
800 last_ground_y = vector.y;
806 Player::check_bounds(Camera* camera)
808 /* Keep tux in bounds: */
810 { // Lock Tux to the size of the level, so that he doesn't fall of
812 bbox.set_pos(Vector(0, get_pos().y));
815 /* Keep in-bounds, vertically: */
816 if (get_pos().y > Sector::current()->solids->get_height() * 32)
823 // can happen if back scrolling is disabled
824 if(get_pos().x < camera->get_translation().x) {
825 bbox.set_pos(Vector(camera->get_translation().x, get_pos().y));
828 if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
831 camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
840 if(collision_object_map(bbox)) {
849 Player::bounce(BadGuy& )
851 if(controller->hold(Controller::JUMP))
852 physic.set_velocity_y(520);
854 physic.set_velocity_y(300);
857 //Scripting Functions Below
863 physic.set_velocity_x(0);
864 physic.set_velocity_y(0);
873 void Player::walk(float speed)
875 physic.set_velocity_x(speed);