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.
20 #ifndef SUPERTUX_PLAYER_H
21 #define SUPERTUX_PLAYER_H
27 #include "direction.hpp"
28 #include "video/surface.hpp"
29 #include "moving_object.hpp"
30 #include "sprite/sprite.hpp"
32 #include "control/controller.hpp"
33 #include "scripting/player.hpp"
34 #include "player_status.hpp"
35 #include "display_effect.hpp"
36 #include "script_interface.hpp"
37 #include "console.hpp"
44 static const float TUX_SAFE_TIME = 1.8;
45 static const float TUX_INVINCIBLE_TIME = 10.0;
46 static const float TUX_INVINCIBLE_TIME_WARNING = 2.0;
47 static const float GROWING_TIME = 1.0;
48 static const int GROWING_FRAMES = 7;
53 extern Surface* growingtux_left[GROWING_FRAMES];
54 extern Surface* growingtux_right[GROWING_FRAMES];
60 : head(0), body(0), arms(0), feet(0)
69 void set_action(std::string action, int loops = -1);
70 void one_time_animation();
71 void draw(DrawingContext& context, const Vector& pos, int layer);
79 extern TuxBodyParts* small_tux;
80 extern TuxBodyParts* big_tux;
81 extern TuxBodyParts* fire_tux;
82 extern TuxBodyParts* ice_tux;
84 class Player : public MovingObject, public Scripting::Player, public ScriptInterface
87 enum FallMode { ON_GROUND, JUMPING, TRAMPOLINE_JUMP, FALLING };
89 Controller* controller;
90 PlayerStatus* player_status;
97 int backflip_direction;
111 Timer invincible_timer;
112 Timer skidding_timer;
115 Timer shooting_timer; // used to show the arm when Tux is shooting
119 Timer backflip_timer;
123 Player(PlayerStatus* player_status);
126 virtual void expose(HSQUIRRELVM vm, SQInteger table_idx);
127 virtual void unexpose(HSQUIRRELVM vm, SQInteger table_idx);
129 void set_controller(Controller* controller);
130 Controller* get_controller()
135 virtual void update(float elapsed_time);
136 virtual void draw(DrawingContext& context);
137 virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
138 virtual void collision_tile(uint32_t tile_attributes);
140 void make_invincible();
141 bool is_invincible() const
143 return invincible_timer.started();
145 bool is_dying() const
150 void kill(bool completely);
151 void check_bounds(Camera* camera);
152 void move(const Vector& vector);
154 virtual void add_bonus(const std::string& bonus);
155 virtual void add_coins(int count);
156 void add_bonus(BonusType type, bool animate = false); /**< picks up a bonus, taking care not to pick up lesser bonus items than we already have */
157 void set_bonus(BonusType type, bool animate = false); /**< like add_bonus, but can also downgrade the bonus items carried */
158 PlayerStatus* get_status()
160 return player_status;
162 // set kick animation
166 * Adds velocity to the player (be carefull when using this)
168 void add_velocity(const Vector& velocity);
170 void bounce(BadGuy& badguy);
176 void set_visible(bool visible);
181 Portable* get_grabbed_object() const
183 return grabbed_object;
187 * Switches ghost mode on/off.
188 * Lets Tux float around and through solid objects.
190 void set_ghost_mode(bool enable);
193 * Returns whether ghost mode is currently enabled
195 bool get_ghost_mode() { return ghost_mode; }
199 void handle_input_ghost(); /**< input handling while in ghost mode */
204 void handle_horizontal_input();
205 void handle_vertical_input();
209 void walk(float speed);
215 Portable* grabbed_object;
217 Sprite* smalltux_gameover;
218 Sprite* smalltux_star;
222 bool ghost_mode; /**< indicates if Tux should float around and through solid objects */
225 #endif /*SUPERTUX_PLAYER_H*/