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.
33 Sprite* smalltux_gameover;
34 Sprite* smalltux_star;
35 Sprite* largetux_star;
37 PlayerSprite smalltux;
38 PlayerSprite largetux;
43 PlayerKeymap::PlayerKeymap()
45 keymap.jump = SDLK_UP;
46 keymap.duck = SDLK_DOWN;
47 keymap.left = SDLK_LEFT;
48 keymap.right = SDLK_RIGHT;
49 keymap.fire = SDLK_LCTRL;
52 void player_input_init(player_input_type* pplayer_input)
54 pplayer_input->down = UP;
55 pplayer_input->fire = UP;
56 pplayer_input->left = UP;
57 pplayer_input->old_fire = UP;
58 pplayer_input->right = UP;
59 pplayer_input->up = UP;
65 Level* plevel = World::current()->get_level();
67 holding_something = false;
75 base.x = plevel->start_pos_x;
76 base.y = plevel->start_pos_y;
79 previous_base = old_base = base;
89 player_input_init(&input);
91 invincible_timer.init(true);
92 skidding_timer.init(true);
93 safe_timer.init(true);
94 frame_timer.init(true);
100 Player::key_event(SDLKey key, int state)
102 if(key == keymap.right)
107 else if(key == keymap.left)
112 else if(key == keymap.jump)
117 else if(key == keymap.duck)
122 else if(key == keymap.fire)
132 Player::level_begin()
138 previous_base = old_base = base;
143 player_input_init(&input);
145 invincible_timer.init(true);
146 skidding_timer.init(true);
147 safe_timer.init(true);
148 frame_timer.init(true);
154 Player::action(double frame_ratio)
156 bool jumped_in_solid = false;
158 if (input.fire == UP)
159 holding_something = false;
162 previous_base = base;
164 /* --- HANDLE TUX! --- */
165 if(dying == DYING_NOT)
168 physic.apply(frame_ratio, base.x, base.y);
170 if(dying == DYING_NOT)
172 base_type target = base;
174 collision_swept_object_map(&old_base, &base);
176 // Don't accelerate Tux if he is running against a wall
177 if (target.x != base.x)
179 physic.set_velocity_x(0);
182 // special exception for cases where we're stuck under tiles after
183 // being ducked. In this case we drift out
184 if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
185 && collision_object_map(base))
187 base.x += frame_ratio * WALK_SPEED * (dir ? 1 : -1);
188 previous_base = old_base = base;
195 physic.enable_gravity(true);
199 physic.set_velocity_y(0);
200 jumped_in_solid = true;
206 if (physic.get_velocity_y() < 0)
208 base.y = (int)(((int)base.y / 32) * 32);
209 physic.set_velocity_y(0);
212 physic.enable_gravity(false);
213 /* Reset score multiplier (for multi-hits): */
214 player_status.score_multiplier = 1;
219 if (isbrick(base.x, base.y) ||
220 isfullbox(base.x, base.y))
222 World::current()->trygrabdistro(base.x, base.y - 32,BOUNCE);
223 World::current()->trybumpbadguy(base.x, base.y - 64);
225 World::current()->trybreakbrick(base.x, base.y, size == SMALL);
227 bumpbrick(base.x, base.y);
228 World::current()->tryemptybox(base.x, base.y, RIGHT);
231 if (isbrick(base.x+ 31, base.y) ||
232 isfullbox(base.x+ 31, base.y))
234 World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
235 World::current()->trybumpbadguy(base.x+ 31, base.y - 64);
238 World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL);
240 bumpbrick(base.x+ 31, base.y);
241 World::current()->tryemptybox(base.x+ 31, base.y, LEFT);
253 /* Make sure jumping is off. */
259 /* ---- DONE HANDLING TUX! --- */
262 skidding_timer.check();
263 invincible_timer.check();
270 return ( issolid(base.x + base.width / 2, base.y + base.height) ||
271 issolid(base.x + 1, base.y + base.height) ||
272 issolid(base.x + base.width - 1, base.y + base.height) );
276 Player::under_solid()
278 return ( issolid(base.x + base.width / 2, base.y) ||
279 issolid(base.x + 1, base.y) ||
280 issolid(base.x + base.width - 1, base.y) );
284 Player::handle_horizontal_input()
286 float vx = physic.get_velocity_x();
287 float vy = physic.get_velocity_y();
288 float ax = physic.get_acceleration_x();
289 float ay = physic.get_acceleration_y();
292 if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
295 } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
300 if (input.fire == UP) {
301 ax = dirsign * WALK_ACCELERATION_X;
303 if(vx >= MAX_WALK_XM && dirsign > 0) {
306 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
311 ax = dirsign * RUN_ACCELERATION_X;
313 if(vx >= MAX_RUN_XM && dirsign > 0) {
316 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
322 // we can reach WALK_SPEED without any acceleration
323 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
324 vx = dirsign * WALK_SPEED;
327 // changing directions?
328 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
329 if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
330 skidding_timer.start(SKID_TIME);
331 play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
338 // we get slower when not pressing any keys
340 if(fabs(vx) < WALK_SPEED) {
344 ax = WALK_ACCELERATION_X * 1.5;
346 ax = WALK_ACCELERATION_X * -1.5;
350 // if we're on ice slow down acceleration or deceleration
351 if (isice(base.x, base.y + base.height))
353 /* the acceleration/deceleration rate on ice is inversely proportional to
354 * the current velocity.
357 // increasing 1 will increase acceleration/deceleration rate
358 // decreasing 1 will decrease acceleration/deceleration rate
359 // must stay above zero, though
360 if (ax != 0) ax *= 1 / fabs(vx);
363 physic.set_velocity(vx, vy);
364 physic.set_acceleration(ax, ay);
368 Player::handle_vertical_input()
374 // jump higher if we are running
375 if (physic.get_velocity_x() > MAX_WALK_XM)
376 physic.set_velocity_y(5.8);
378 physic.set_velocity_y(5.2);
383 play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
385 play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
388 else if(input.up == UP && jumping)
391 if(physic.get_velocity_y() > 0) {
392 physic.set_velocity_y(0);
398 Player::handle_input()
400 /* Handle horizontal movement: */
401 handle_horizontal_input();
405 if ( input.up == DOWN || (input.up == UP && jumping))
407 handle_vertical_input();
412 if (input.fire == DOWN && input.old_fire == UP && got_coffee)
414 World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir);
417 /* tux animations: */
418 if(!frame_timer.check())
420 frame_timer.start(25);
421 if (input.right == UP && input.left == UP)
428 if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
429 (global_frame_counter % 4) == 0)
430 frame_main = (frame_main + 1) % 4;
440 if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0)
445 // changing base size confuses collision otherwise
446 old_base = previous_base = base;
448 else if(input.down == UP && size == BIG && duck && physic.get_velocity_y() == 0 && on_ground())
453 old_base = previous_base = base;
458 Player::grabdistros()
463 World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
464 World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
466 World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
467 World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
471 World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
472 World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE);
477 /* Enough distros for a One-up? */
478 if (player_status.distros >= DISTROS_LIFEUP)
480 player_status.distros = player_status.distros - DISTROS_LIFEUP;
481 if(player_status.lives < MAX_LIVES)
482 ++player_status.lives;
483 /*We want to hear the sound even, if MAX_LIVES is reached*/
484 play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER);
491 if (!safe_timer.started() || (global_frame_counter % 2) == 0)
493 if (dying == DYING_SQUISHED)
495 smalltux_gameover->draw(base.x - scroll_x, base.y);
499 PlayerSprite* sprite;
508 if (skidding_timer.started())
511 sprite->skid_right->draw(base.x - scroll_x, base.y);
513 sprite->skid_left->draw(base.x - scroll_x, base.y);
520 sprite->duck_right->draw(base.x - scroll_x, base.y);
522 sprite->duck_left->draw(base.x - scroll_x, base.y);
524 else if (physic.get_velocity_y() != 0)
527 sprite->jump_right->draw(base.x - scroll_x, base.y);
529 sprite->jump_left->draw(base.x - scroll_x, base.y);
533 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
536 sprite->stand_right->draw( base.x - scroll_x, base.y);
538 sprite->stand_left->draw( base.x - scroll_x, base.y);
543 sprite->walk_right->draw(base.x - scroll_x, base.y);
545 sprite->walk_left->draw(base.x - scroll_x, base.y);
550 // Draw arm overlay graphics when Tux is holding something
551 if (holding_something && physic.get_velocity_y() == 0)
554 sprite->grab_right->draw(base.x - scroll_x, base.y);
556 sprite->grab_left->draw(base.x - scroll_x, base.y);
559 // Draw blinking star overlay
560 if (invincible_timer.started())
562 if (size == SMALL || duck)
563 smalltux_star->draw(base.x - scroll_x, base.y);
565 largetux_star->draw(base.x - scroll_x, base.y);
571 fillrect(base.x - scroll_x, base.y,
572 base.width, base.height, 75,75,75, 150);
576 Player::collision(void* p_c_object, int c_object)
578 BadGuy* pbad_c = NULL;
583 pbad_c = (BadGuy*) p_c_object;
585 /* Hurt player if he touches a badguy */
586 if (!pbad_c->dying && !dying &&
587 !safe_timer.started() &&
588 pbad_c->mode != BadGuy::HELD)
590 if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN)
592 holding_something = true;
593 pbad_c->mode = BadGuy::HELD;
596 else if (pbad_c->mode == BadGuy::FLAT)
598 // Don't get hurt if we're kicking a flat badguy!
600 else if (pbad_c->mode == BadGuy::KICK)
602 /* Hurt if you get hit by kicked laptop: */
603 if (!invincible_timer.started())
609 pbad_c->dying = DYING_FALLING;
610 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
611 World::current()->add_score(pbad_c->base.x - scroll_x,
613 25 * player_status.score_multiplier);
618 if (!invincible_timer.started())
627 player_status.score_multiplier++;
639 Player::kill(HurtMode mode)
641 play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
643 physic.set_velocity_x(0);
645 if (mode == SHRINK && size == BIG)
657 safe_timer.start(TUX_SAFE_TIME);
661 physic.enable_gravity(true);
662 physic.set_acceleration(0, 0);
663 physic.set_velocity(0, 7);
664 dying = DYING_SQUISHED;
675 bool Player::is_dead()
677 if(base.y > screen->h)
683 /* Remove Tux's power ups */
685 Player::remove_powerups()
693 Player::keep_in_bounds()
695 Level* plevel = World::current()->get_level();
697 /* Keep tux in bounds: */
699 { // Lock Tux to the size of the level, so that he doesn't fall of
703 else if (base.x < scroll_x)
708 /* Keep in-bounds, vertically: */
709 if (base.y > screen->h)
714 int scroll_threshold = screen->w/2 - 80;
717 scroll_x += screen->w/2;
718 // Backscrolling for debug mode
719 if (scroll_x < base.x - 80)
720 scroll_x = base.x - 80;
721 else if (scroll_x > base.x + 80)
722 scroll_x = base.x + 80;
723 scroll_x -= screen->w/2;
730 if (base.x > scroll_threshold + scroll_x
731 && scroll_x < ((World::current()->get_level()->width * 32) - screen->w))
733 // FIXME: Scrolling needs to be handled by a seperate View
734 // class, doing it as a player huck is ugly
736 // Scroll the screen in past center:
737 scroll_x = base.x - scroll_threshold;
739 // Lock the scrolling to the levelsize, so that we don't
740 // scroll over the right border
741 if (scroll_x > 32 * plevel->width - screen->w)
742 scroll_x = 32 * plevel->width - screen->w;