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.
24 #include "app/globals.h"
25 #include "app/gettext.h"
30 #include "special/sprite.h"
35 #include "resources.h"
36 #include "interactive_object.h"
37 #include "video/screen.h"
38 #include "statistics.h"
41 // behavior definitions:
42 #define TILES_FOR_BUTTJUMP 3
43 // animation times (in ms):
44 #define SHOOTING_TIME 320
46 #define AUTOSCROLL_DEAD_INTERVAL 300
48 // time before idle animation starts
49 #define IDLE_TIME 2500
52 Surface* growingtux_left[GROWING_FRAMES];
53 Surface* growingtux_right[GROWING_FRAMES];
57 Sprite* smalltux_gameover;
58 Sprite* smalltux_star;
61 TuxBodyParts* small_tux;
62 TuxBodyParts* big_tux;
63 TuxBodyParts* fire_tux;
64 TuxBodyParts* ice_tux;
68 PlayerKeymap::PlayerKeymap()
71 keymap.down = SDLK_DOWN;
72 keymap.left = SDLK_LEFT;
73 keymap.right = SDLK_RIGHT;
75 keymap.power = SDLK_LCTRL;
76 keymap.jump = SDLK_LALT;
79 void player_input_init(player_input_type* pplayer_input)
81 pplayer_input->up = UP;
82 pplayer_input->down = UP;
83 pplayer_input->fire = UP;
84 pplayer_input->left = UP;
85 pplayer_input->old_fire = UP;
86 pplayer_input->right = UP;
87 pplayer_input->jump = UP;
88 pplayer_input->old_jump = UP;
89 pplayer_input->activate = UP;
93 TuxBodyParts::set_action(std::string action)
96 head->set_action(action);
98 body->set_action(action);
100 arms->set_action(action);
102 feet->set_action(action);
106 TuxBodyParts::one_time_animation()
109 head->start_animation(1);
111 body->start_animation(1);
113 arms->start_animation(1);
115 feet->start_animation(1);
119 TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer,
120 Uint32 drawing_effect)
123 head->draw(context, pos, layer-1, drawing_effect);
125 body->draw(context, pos, layer-3, drawing_effect);
127 arms->draw(context, pos, layer, drawing_effect);
129 feet->draw(context, pos, layer-2, drawing_effect);
144 holding_something = false;
150 got_power = NONE_POWER;
154 previous_base = old_base = base;
162 fall_mode = ON_GROUND;
167 falling_from_flap = false;
168 enable_hover = false;
171 flapping_velocity = 0;
173 // temporary to help player's choosing a flapping
174 int flapping_mode = MAREK_FLAP;
176 // Ricardo's flapping
182 player_input_init(&input);
184 invincible_timer.init(true);
185 skidding_timer.init(true);
186 safe_timer.init(true);
187 frame_timer.init(true);
188 kick_timer.init(true);
189 shooting_timer.init(true);
190 growing_timer.init(true);
191 idle_timer.init(true);
192 flapping_timer.init(true);
198 Player::key_event(SDLKey key, int state)
200 idle_timer.start(IDLE_TIME);
202 if(key == keymap.right)
207 else if(key == keymap.left)
212 else if(key == keymap.up)
216 /* Up key also opens activates stuff */
217 input.activate = state;
220 /** check for interactive objects */
221 for(Sector::InteractiveObjects::iterator i
222 = Sector::current()->interactive_objects.begin();
223 i != Sector::current()->interactive_objects.end(); ++i) {
224 if(rectcollision(base, (*i)->get_area())) {
225 (*i)->interaction(INTERACTION_ACTIVATE);
232 else if(key == keymap.down)
237 else if(key == keymap.power)
245 else if(key == keymap.jump)
257 Player::level_begin()
261 previous_base = old_base = base;
266 player_input_init(&input);
268 invincible_timer.init(true);
269 skidding_timer.init(true);
270 safe_timer.init(true);
271 frame_timer.init(true);
272 growing_timer.init(true);
273 idle_timer.init(true);
279 Player::action(float elapsed_time)
281 bool jumped_in_solid = false;
283 if(dying && !dying_timer.check()) {
288 if (input.fire == UP)
289 holding_something = false;
292 previous_base = base;
294 /* --- HANDLE TUX! --- */
295 if(dying == DYING_NOT)
298 physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
300 if(dying == DYING_NOT)
302 base_type target = base;
304 collision_swept_object_map(&old_base, &base);
306 if ((!invincible_timer.started() && !safe_timer.started())
307 && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
308 || isspike(base.x, base.y + base.height)
309 || isspike(base.x + base.width, base.y + base.height)))
314 // Don't accelerate Tux if he is running against a wall
315 if (target.x != base.x)
317 physic.set_velocity_x(0);
320 // special exception for cases where we're stuck under tiles after
321 // being ducked. In this case we drift out
322 if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
323 && collision_object_map(base))
325 base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
326 previous_base = old_base = base;
332 physic.enable_gravity(true);
336 physic.set_velocity_y(0);
337 jumped_in_solid = true;
345 if (physic.get_velocity_y() < 0)
347 base.y = (int)(((int)base.y / 32) * 32);
348 physic.set_velocity_y(0);
351 physic.enable_gravity(false);
352 /* Reset score multiplier (for multi-hits): */
353 if (!invincible_timer.started())
355 if(player_status.score_multiplier > player_status.max_score_multiplier)
357 player_status.max_score_multiplier = player_status.score_multiplier;
361 sprintf(str, _("New max combo: %d"), player_status.max_score_multiplier-1);
362 Sector::current()->add_floating_text(base, str);
364 player_status.score_multiplier = 1;
370 if (isbrick(base.x, base.y) ||
371 isfullbox(base.x, base.y))
373 Sector::current()->trygrabdistro(
374 Vector(base.x, base.y - 32), BOUNCE);
375 Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64));
377 Sector::current()->trybreakbrick(
378 Vector(base.x, base.y), size == SMALL);
380 bumpbrick(base.x, base.y);
381 Sector::current()->tryemptybox(Vector(base.x, base.y), RIGHT);
384 if (isbrick(base.x+ 31, base.y) ||
385 isfullbox(base.x+ 31, base.y))
387 Sector::current()->trygrabdistro(
388 Vector(base.x+ 31, base.y - 32), BOUNCE);
389 Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64));
392 Sector::current()->trybreakbrick(
393 Vector(base.x+ 31, base.y), size == SMALL);
395 bumpbrick(base.x+ 31, base.y);
396 Sector::current()->tryemptybox(Vector(base.x+ 31, base.y), LEFT);
408 /* Make sure jumping is off. */
415 /* ---- DONE HANDLING TUX! --- */
418 skidding_timer.check();
419 invincible_timer.check();
427 return ( issolid(base.x + base.width / 2, base.y + base.height) ||
428 issolid(base.x + 1, base.y + base.height) ||
429 issolid(base.x + base.width - 1, base.y + base.height));
433 Player::under_solid()
435 return ( issolid(base.x + base.width / 2, base.y) ||
436 issolid(base.x + 1, base.y) ||
437 issolid(base.x + base.width - 1, base.y) );
441 Player::tiles_on_air(int tiles)
443 for(int t = 0; t != tiles; t++)
445 if(issolid(base.x + base.width / 2, base.y + base.height + (tiles*32)) ||
446 issolid(base.x + 1, base.y + base.height + (tiles*32)) ||
447 issolid(base.x + base.width - 1, base.y + base.height + (tiles*32)))
454 Player::handle_horizontal_input()
456 float vx = physic.get_velocity_x();
457 float vy = physic.get_velocity_y();
458 float ax = physic.get_acceleration_x();
459 float ay = physic.get_acceleration_y();
462 if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
466 } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
472 if (input.fire == UP) {
473 ax = dirsign * WALK_ACCELERATION_X;
475 if(vx >= MAX_WALK_XM && dirsign > 0) {
478 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
483 ax = dirsign * RUN_ACCELERATION_X;
485 if(vx >= MAX_RUN_XM && dirsign > 0) {
488 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
494 // we can reach WALK_SPEED without any acceleration
495 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
496 vx = dirsign * WALK_SPEED;
499 // changing directions?
500 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0)))
503 if(fabs(vx)>SKID_XM && !skidding_timer.check())
505 skidding_timer.start(SKID_TIME);
506 SoundManager::get()->play_sound(IDToSound(SND_SKID));
507 // dust some partcles
508 Sector::current()->add_particles(
509 Vector(base.x + (dir == RIGHT ? base.width : 0), base.y+base.height),
510 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
511 Vector(2.8,-2.6), Vector(0,0.030), 3, Color(100,100,100), 3, 800,
522 // we get slower when not pressing any keys
524 if(fabs(vx) < WALK_SPEED) {
528 ax = WALK_ACCELERATION_X * 1.5;
530 ax = WALK_ACCELERATION_X * -1.5;
534 // if we're on ice slow down acceleration or deceleration
535 if (isice(base.x, base.y + base.height))
537 /* the acceleration/deceleration rate on ice is inversely proportional to
538 * the current velocity.
541 // increasing 1 will increase acceleration/deceleration rate
542 // decreasing 1 will decrease acceleration/deceleration rate
543 // must stay above zero, though
544 if (ax != 0) ax *= 1 / fabs(vx);
547 physic.set_velocity(vx, vy);
548 physic.set_acceleration(ax, ay);
552 Player::handle_vertical_input()
557 fall_mode = ON_GROUND;
558 last_ground_y = base.y;
560 if(base.y > last_ground_y)
562 else if(fall_mode == ON_GROUND)
567 if(input.jump == DOWN && can_jump && on_ground())
569 if(duck) { // only jump a little bit when in duck mode {
570 physic.set_velocity_y(3);
572 // jump higher if we are running
573 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
574 physic.set_velocity_y(5.8);
576 physic.set_velocity_y(5.2);
584 flaps_nb = 0; // Ricardo's flapping
586 SoundManager::get()->play_sound(IDToSound(SND_JUMP));
588 SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
590 // Let go of jump key
591 else if(input.jump == UP)
593 if (!flapping && !duck && !falling_from_flap && !on_ground())
597 if (jumping && physic.get_velocity_y() > 0)
600 physic.set_velocity_y(0);
604 // temporary to help player's choosing a flapping
605 if(flapping_mode == RICARDO_FLAP)
607 // Flapping, Ricardo's version
608 // similar to SM3 Fox
609 if(input.jump == DOWN && input.old_jump == UP && can_flap &&
612 physic.set_velocity_y(3.5);
613 physic.set_velocity_x(physic.get_velocity_x() * 0.35);
617 else if(flapping_mode == MAREK_FLAP)
619 // Flapping, Marek's version
620 if (input.jump == DOWN && can_flap)
622 if (!flapping_timer.started())
624 flapping_timer.start(TUX_FLAPPING_TIME);
625 flapping_velocity = physic.get_velocity_x();
627 if (!flapping_timer.check())
630 falling_from_flap = true;
634 if (flapping_timer.get_gone() <= TUX_FLAPPING_TIME)
637 if (flapping_velocity == 0) {cv = 0;}
638 else {cv = flapping_velocity*(sqrt(TUX_FLAPPING_TIME-(float)flapping_timer.get_gone()))/sqrt(TUX_FLAPPING_TIME);}
639 //Handle change of direction while flapping
640 if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {cv *= (-1);}
641 physic.set_velocity_x(cv);
642 physic.set_velocity_y((float)flapping_timer.get_gone()/850);
646 else if(flapping_mode == RYAN_FLAP)
648 // Flapping, Ryan's version
649 if (input.jump == DOWN && can_flap)
651 if (!flapping_timer.started())
653 flapping_timer.start(TUX_FLAPPING_TIME);
655 if (!flapping_timer.check())
658 falling_from_flap = true;
662 if (flapping && flapping_timer.get_gone() <= TUX_FLAPPING_TIME
663 && physic.get_velocity_y() < 0)
665 float gravity = Sector::current()->gravity;
666 float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
668 // XXX: magic numbers. should be a percent of gravity
669 // gravity is (by default) -0.1f
670 physic.set_acceleration_y(.12 + .01f*xr);
673 // To slow down x-vel when flapping (not working)
674 if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM)
676 if (physic.get_velocity_x() < 0)
677 physic.set_acceleration_x(1.0f);
678 else if (physic.get_velocity_x() > 0)
679 physic.set_acceleration_x(-1.0f);
686 physic.set_acceleration_y(0);
692 //(disabled by default, use cheat code "hover" to toggle on/off)
693 //TODO: needs some tweaking, especially when used together with double jump and jumping off badguys
694 if (enable_hover && input.jump == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
696 physic.set_velocity_y(-1);
699 /* In case the player has pressed Down while in a certain range of air,
700 enable butt jump action */
701 if (input.down == DOWN && !butt_jump && !duck)
702 if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
705 /* When Down is not held anymore, disable butt jump */
706 if(butt_jump && input.down == UP)
710 if (butt_jump && on_ground() && size == BIG)
714 Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y));
716 Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y + 32));
720 // Break bricks beneath Tux
721 if(Sector::current()->trybreakbrick(
722 Vector(base.x + 1, base.y + base.height), false)
723 || Sector::current()->trybreakbrick(
724 Vector(base.x + base.width - 1, base.y + base.height), false))
726 physic.set_velocity_y(2);
730 // Kill nearby badguys
731 std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
732 for (std::vector<GameObject*>::iterator i = gameobjects.begin();
733 i != gameobjects.end();
736 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
739 // don't kill when badguys are already dying or in a certain mode
740 if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
741 badguy->mode != BadGuy::BOMB_EXPLODE)
743 if (fabsf(base.x - badguy->base.x) < 96 &&
744 fabsf(base.y - badguy->base.y) < 64)
751 if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
752 issolid(base.x + 1, base.y + base.height + 64) ||
753 issolid(base.x + base.width - 1, base.y + base.height + 64))
756 && input.jump == DOWN
757 && input.old_jump == UP)
762 if(on_ground()) /* Make sure jumping is off. */
766 falling_from_flap = false;
767 if (flapping_timer.started()) {flapping_timer.stop();}
769 physic.set_acceleration_y(0); //for flapping
772 input.old_jump = input.jump;
776 Player::handle_input()
778 /* Handle horizontal movement: */
779 handle_horizontal_input();
783 if (on_ground() && input.jump == UP)
785 handle_vertical_input();
788 if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
790 if(Sector::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
791 physic.get_velocity_x(), dir))
792 shooting_timer.start(SHOOTING_TIME);
793 input.old_fire = DOWN;
796 /* tux animations: */
797 if(!frame_timer.check())
799 frame_timer.start(25);
800 if (input.right == UP && input.left == UP)
807 if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
808 (global_frame_counter % 4) == 0)
809 frame_main = (frame_main + 1) % 4;
819 if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground())
824 // changing base size confuses collision otherwise
825 old_base = previous_base = base;
827 else if(input.down == UP && size == BIG && duck)
829 // try if we can really unduck
832 // when unducking in air we need some space to do so
833 if(on_ground() || !collision_object_map(base)) {
835 // changing base size confuses collision otherwise
836 old_base = previous_base = base;
838 // undo the ducking changes
846 Player::grow(bool animate)
856 growing_timer.start(GROWING_TIME);
858 old_base = previous_base = base;
862 Player::grabdistros()
867 Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
868 Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE);
869 Sector::current()->trygrabdistro(
870 Vector(base.x, base.y + base.height), NO_BOUNCE);
871 Sector::current()->trygrabdistro(
872 Vector(base.x+ 31, base.y + base.height), NO_BOUNCE);
876 Sector::current()->trygrabdistro(
877 Vector(base.x, base.y + base.height / 2), NO_BOUNCE);
878 Sector::current()->trygrabdistro(
879 Vector(base.x+ 31, base.y + base.height / 2), NO_BOUNCE);
884 /* Enough distros for a One-up? */
885 if (player_status.distros >= DISTROS_LIFEUP)
887 player_status.distros = player_status.distros - DISTROS_LIFEUP;
888 if(player_status.lives < MAX_LIVES)
889 ++player_status.lives;
890 /*We want to hear the sound even, if MAX_LIVES is reached*/
891 SoundManager::get()->play_sound(IDToSound(SND_LIFEUP));
896 Player::draw(DrawingContext& context)
898 TuxBodyParts* tux_body;
901 tux_body = small_tux;
902 else if (got_power == FIRE_POWER)
904 else if (got_power == ICE_POWER)
909 int layer = LAYER_OBJECTS - 1;
910 Vector pos = Vector(base.x, base.y);
912 /* Set Tux sprite action */
913 if (duck && size == BIG)
916 tux_body->set_action("duck-left");
918 tux_body->set_action("duck-right");
920 else if (skidding_timer.started())
923 tux_body->set_action("skid-left");
925 tux_body->set_action("skid-right");
927 else if (kick_timer.started())
930 tux_body->set_action("kick-left");
932 tux_body->set_action("kick-right");
934 else if (butt_jump && size == BIG)
937 tux_body->set_action("buttjump-left");
939 tux_body->set_action("buttjump-right");
941 else if (physic.get_velocity_y() != 0)
944 tux_body->set_action("jump-left");
946 tux_body->set_action("jump-right");
950 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
953 tux_body->set_action("stand-left");
955 tux_body->set_action("stand-right");
960 tux_body->set_action("walk-left");
962 tux_body->set_action("walk-right");
966 if(idle_timer.get_left() < 0)
971 tux_body->head->set_action("idle-left");
973 tux_body->head->set_action("idle-right");
975 tux_body->head->start_animation(1);
978 idle_timer.start(IDLE_TIME);
981 // Tux is holding something
982 if ((holding_something && physic.get_velocity_y() == 0) ||
983 shooting_timer.check())
988 tux_body->arms->set_action("duck+grab-left");
990 tux_body->arms->set_action("duck+grab-right");
995 tux_body->arms->set_action("grab-left");
997 tux_body->arms->set_action("grab-right");
1002 if (dying == DYING_SQUISHED)
1004 smalltux_gameover->draw(context, pos, LAYER_FOREGROUNDTILES+1);
1006 else if(growing_timer.check())
1011 context.draw_surface(growingtux_right[GROWING_FRAMES-1 -
1012 ((growing_timer.get_gone() *
1013 GROWING_FRAMES) / GROWING_TIME)], pos, layer);
1015 context.draw_surface(growingtux_left[GROWING_FRAMES-1 -
1016 ((growing_timer.get_gone() *
1017 GROWING_FRAMES) / GROWING_TIME)], pos, layer);
1022 context.draw_surface(growingtux_right[(growing_timer.get_gone() *
1023 GROWING_FRAMES) / GROWING_TIME], pos, layer);
1025 context.draw_surface(growingtux_left[(growing_timer.get_gone() *
1026 GROWING_FRAMES) / GROWING_TIME], pos, layer);
1029 else if (safe_timer.started() && global_frame_counter%2)
1032 tux_body->draw(context, pos, layer);
1034 // Draw blinking star overlay
1035 if (invincible_timer.started() &&
1036 (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)
1039 if (size == SMALL || duck)
1040 smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);
1042 bigtux_star->draw(context, pos, LAYER_OBJECTS + 2);
1046 context.draw_filled_rect(Vector(base.x, base.y),
1047 Vector(base.width, base.height), Color(75,75,75, 150), LAYER_OBJECTS+1);
1051 Player::collision(const MovingObject& other, int collision_type)
1054 (void) collision_type;
1055 // will be implemented later
1059 Player::collision(void* p_c_object, int c_object)
1061 BadGuy* pbad_c = NULL;
1062 Trampoline* ptramp_c = NULL;
1063 FlyingPlatform* pplatform_c = NULL;
1068 pbad_c = (BadGuy*) p_c_object;
1070 /* Hurt player if he touches a badguy */
1071 if (!pbad_c->dying && !dying &&
1072 !safe_timer.started() &&
1073 pbad_c->mode != BadGuy::HELD)
1075 if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
1076 && !holding_something)
1078 holding_something = true;
1079 pbad_c->mode = BadGuy::HELD;
1082 else if (pbad_c->mode == BadGuy::FLAT)
1084 // Don't get hurt if we're kicking a flat badguy!
1086 else if (pbad_c->mode == BadGuy::KICK)
1088 /* Hurt if you get hit by kicked laptop: */
1089 if (!invincible_timer.started())
1094 pbad_c->kill_me(20);
1096 else if (pbad_c->frozen_timer.check() && (pbad_c->kind == BAD_MRBOMB
1097 || pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FISH
1098 || pbad_c->kind == BAD_SPIKY))
1099 pbad_c->kill_me(20);
1102 if (!invincible_timer.started())
1108 pbad_c->kill_me(25);
1111 player_status.score_multiplier++;
1116 ptramp_c = (Trampoline*) p_c_object;
1118 // Pick up trampoline
1119 if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground())
1121 holding_something = true;
1122 ptramp_c->mode = Trampoline::M_HELD;
1123 ptramp_c->base.y -= 8;
1125 // Set down trampoline
1126 else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN)
1128 holding_something = false;
1129 ptramp_c->mode = Trampoline::M_NORMAL;
1130 ptramp_c->base.y += 8;
1131 ptramp_c->physic.set_velocity(physic.get_velocity_x(), physic.get_velocity_y());
1134 // ptramp_c->base.x = base.x + base.width+1;
1136 // ptramp_c->base.x = base.x - base.width-1;
1139 // Don't let tux walk through trampoline
1140 else if (ptramp_c->mode != Trampoline::M_HELD && on_ground())
1142 if (physic.get_velocity_x() > 0) // RIGHT
1144 physic.set_velocity_x(0);
1145 base.x = ptramp_c->base.x - base.width;
1147 else if (physic.get_velocity_x() < 0) // LEFT
1149 physic.set_velocity_x(0);
1150 base.x = ptramp_c->base.x + ptramp_c->base.width;
1155 case CO_FLYING_PLATFORM:
1156 pplatform_c = (FlyingPlatform*) p_c_object;
1158 base.y = pplatform_c->base.y - base.height;
1159 physic.set_velocity_x(pplatform_c->get_vel_x());
1161 physic.enable_gravity(false);
1163 fall_mode = ON_GROUND;
1175 Player::kill(HurtMode mode)
1180 SoundManager::get()->play_sound(IDToSound(SND_HURT));
1182 physic.set_velocity_x(0);
1184 if (mode == SHRINK && size == BIG)
1186 if (got_power != NONE_POWER)
1188 safe_timer.start(TUX_SAFE_TIME);
1189 got_power = NONE_POWER;
1193 growing_timer.start(GROWING_TIME);
1194 safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
1202 physic.enable_gravity(true);
1203 physic.set_acceleration(0, 0);
1204 physic.set_velocity(0, 7);
1205 --player_status.lives;
1206 dying = DYING_SQUISHED;
1207 dying_timer.start(3000);
1211 /* Remove Tux's power ups */
1213 Player::remove_powerups()
1215 got_power = NONE_POWER;
1221 Player::move(const Vector& vector)
1225 old_base = previous_base = base;
1229 Player::check_bounds(Camera* camera)
1231 /* Keep tux in bounds: */
1233 { // Lock Tux to the size of the level, so that he doesn't fall of
1238 /* Keep in-bounds, vertically: */
1239 if (base.y > Sector::current()->solids->get_height() * 32)
1245 bool adjust = false;
1246 // can happen if back scrolling is disabled
1247 if(base.x < camera->get_translation().x) {
1248 base.x = camera->get_translation().x;
1251 if(base.x >= camera->get_translation().x + screen->w - base.width) {
1252 base.x = camera->get_translation().x + screen->w - base.width;
1258 if(collision_object_map(base)) {
1266 Player::bounce(BadGuy* badguy)
1268 //Make sure we stopped flapping
1270 falling_from_flap = false;
1273 physic.set_velocity_y(5.2);
1275 physic.set_velocity_y(2);
1277 // Move the player a little bit above the badguy to avoid collision
1278 // between badguy and player directly after the bounce has happend
1279 base.y = badguy->base.y - base.height - 2;