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.
32 #define AUTOSCROLL_DEAD_INTERVAL 300
36 Sprite* smalltux_gameover;
37 Sprite* smalltux_star;
38 Sprite* largetux_star;
40 PlayerSprite smalltux;
41 PlayerSprite largetux;
47 PlayerKeymap::PlayerKeymap()
49 keymap.jump = SDLK_UP;
50 keymap.duck = SDLK_DOWN;
51 keymap.left = SDLK_LEFT;
52 keymap.right = SDLK_RIGHT;
53 keymap.fire = SDLK_LCTRL;
56 void player_input_init(player_input_type* pplayer_input)
58 pplayer_input->down = UP;
59 pplayer_input->fire = UP;
60 pplayer_input->left = UP;
61 pplayer_input->old_fire = UP;
62 pplayer_input->right = UP;
63 pplayer_input->up = UP;
64 pplayer_input->old_up = UP;
70 Level* plevel = World::current()->get_level();
72 holding_something = false;
78 got_power = NONE_POWER;
80 base.x = plevel->start_pos_x;
81 base.y = plevel->start_pos_y;
84 previous_base = old_base = base;
97 player_input_init(&input);
99 invincible_timer.init(true);
100 skidding_timer.init(true);
101 safe_timer.init(true);
102 frame_timer.init(true);
103 kick_timer.init(true);
109 Player::key_event(SDLKey key, int state)
111 if(key == keymap.right)
116 else if(key == keymap.left)
121 else if(key == keymap.jump)
126 else if(key == keymap.duck)
131 else if(key == keymap.fire)
143 Player::level_begin()
149 previous_base = old_base = base;
154 player_input_init(&input);
156 invincible_timer.init(true);
157 skidding_timer.init(true);
158 safe_timer.init(true);
159 frame_timer.init(true);
165 Player::action(double frame_ratio)
167 bool jumped_in_solid = false;
169 if (input.fire == UP)
170 holding_something = false;
173 previous_base = base;
175 /* --- HANDLE TUX! --- */
176 if(dying == DYING_NOT)
179 physic.apply(frame_ratio, base.x, base.y);
181 if(dying == DYING_NOT)
183 base_type target = base;
185 collision_swept_object_map(&old_base, &base);
187 // Don't accelerate Tux if he is running against a wall
188 if (target.x != base.x)
190 physic.set_velocity_x(0);
193 // special exception for cases where we're stuck under tiles after
194 // being ducked. In this case we drift out
195 if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
196 && collision_object_map(base))
198 base.x += frame_ratio * WALK_SPEED * (dir ? 1 : -1);
199 previous_base = old_base = base;
205 physic.enable_gravity(true);
209 physic.set_velocity_y(0);
210 jumped_in_solid = true;
216 if (physic.get_velocity_y() < 0)
218 base.y = (int)(((int)base.y / 32) * 32);
219 physic.set_velocity_y(0);
222 physic.enable_gravity(false);
223 /* Reset score multiplier (for multi-hits): */
224 if (!invincible_timer.started())
225 player_status.score_multiplier = 1;
230 if (isbrick(base.x, base.y) ||
231 isfullbox(base.x, base.y))
233 World::current()->trygrabdistro(base.x, base.y - 32,BOUNCE);
234 World::current()->trybumpbadguy(base.x, base.y - 64);
236 World::current()->trybreakbrick(base.x, base.y, size == SMALL);
238 bumpbrick(base.x, base.y);
239 World::current()->tryemptybox(base.x, base.y, RIGHT);
242 if (isbrick(base.x+ 31, base.y) ||
243 isfullbox(base.x+ 31, base.y))
245 World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
246 World::current()->trybumpbadguy(base.x+ 31, base.y - 64);
249 World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL);
251 bumpbrick(base.x+ 31, base.y);
252 World::current()->tryemptybox(base.x+ 31, base.y, LEFT);
264 /* Make sure jumping is off. */
270 /* ---- DONE HANDLING TUX! --- */
273 skidding_timer.check();
274 invincible_timer.check();
282 return ( issolid(base.x + base.width / 2, base.y + base.height) ||
283 issolid(base.x + 1, base.y + base.height) ||
284 issolid(base.x + base.width - 1, base.y + base.height) );
288 Player::under_solid()
290 return ( issolid(base.x + base.width / 2, base.y) ||
291 issolid(base.x + 1, base.y) ||
292 issolid(base.x + base.width - 1, base.y) );
296 Player::handle_horizontal_input()
298 float vx = physic.get_velocity_x();
299 float vy = physic.get_velocity_y();
300 float ax = physic.get_acceleration_x();
301 float ay = physic.get_acceleration_y();
304 if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
308 } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
314 if (input.fire == UP) {
315 ax = dirsign * WALK_ACCELERATION_X;
317 if(vx >= MAX_WALK_XM && dirsign > 0) {
320 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
325 ax = dirsign * RUN_ACCELERATION_X;
327 if(vx >= MAX_RUN_XM && dirsign > 0) {
330 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
336 // we can reach WALK_SPEED without any acceleration
337 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
338 vx = dirsign * WALK_SPEED;
341 // changing directions?
342 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
343 if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
344 skidding_timer.start(SKID_TIME);
345 play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
352 // we get slower when not pressing any keys
354 if(fabs(vx) < WALK_SPEED) {
358 ax = WALK_ACCELERATION_X * 1.5;
360 ax = WALK_ACCELERATION_X * -1.5;
364 // if we're on ice slow down acceleration or deceleration
365 if (isice(base.x, base.y + base.height))
367 /* the acceleration/deceleration rate on ice is inversely proportional to
368 * the current velocity.
371 // increasing 1 will increase acceleration/deceleration rate
372 // decreasing 1 will decrease acceleration/deceleration rate
373 // must stay above zero, though
374 if (ax != 0) ax *= 1 / fabs(vx);
377 physic.set_velocity(vx, vy);
378 physic.set_acceleration(ax, ay);
382 Player::handle_vertical_input()
385 if(input.up == DOWN && can_jump)
389 // jump higher if we are running
390 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
391 physic.set_velocity_y(5.8);
393 physic.set_velocity_y(5.2);
399 play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
401 play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
404 // Let go of jump key
405 else if(input.up == UP && jumping)
408 if(physic.get_velocity_y() > 0) {
409 physic.set_velocity_y(0);
413 if (input.down == DOWN && !on_ground() && !duck)
415 else if (input.down == UP)
417 if (input.down == DOWN && butt_jump && on_ground())
419 if (isbrick(base.x, base.y + base.height))
420 World::current()->trybreakbrick(base.x, base.y + base.height, false);
421 if (isbrick(base.x + base.width, base.y + base.height))
422 World::current()->trybreakbrick(base.x + base.width, base.y + base.height, false);
428 if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
429 issolid(base.x + 1, base.y + base.height + 64) ||
430 issolid(base.x + base.width - 1, base.y + base.height + 64))
434 && input.old_up == UP)
439 input.old_up = input.up;
443 Player::handle_input()
445 /* Handle horizontal movement: */
446 handle_horizontal_input();
450 if (on_ground() && input.up == UP)
452 if (input.up == DOWN || (input.up == UP && jumping))
454 handle_vertical_input();
459 if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
461 World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir);
462 input.old_fire = DOWN;
465 /* tux animations: */
466 if(!frame_timer.check())
468 frame_timer.start(25);
469 if (input.right == UP && input.left == UP)
476 if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
477 (global_frame_counter % 4) == 0)
478 frame_main = (frame_main + 1) % 4;
488 if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground())
493 // changing base size confuses collision otherwise
494 old_base = previous_base = base;
496 else if(input.down == UP && size == BIG && duck && physic.get_velocity_y() == 0 && on_ground())
501 // changing base size confuses collision otherwise
502 old_base = previous_base = base;
516 old_base = previous_base = base;
520 Player::grabdistros()
525 World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
526 World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
528 World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
529 World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
533 World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
534 World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE);
539 /* Enough distros for a One-up? */
540 if (player_status.distros >= DISTROS_LIFEUP)
542 player_status.distros = player_status.distros - DISTROS_LIFEUP;
543 if(player_status.lives < MAX_LIVES)
544 ++player_status.lives;
545 /*We want to hear the sound even, if MAX_LIVES is reached*/
546 play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER);
553 if (!safe_timer.started() || (global_frame_counter % 2) == 0)
555 if (dying == DYING_SQUISHED)
557 smalltux_gameover->draw(base.x, base.y);
561 PlayerSprite* sprite;
565 else if (got_power == FIRE_POWER)
567 else if (got_power == ICE_POWER)
572 if (duck && size != SMALL)
575 sprite->duck_right->draw(base.x, base.y);
577 sprite->duck_left->draw(base.x, base.y);
579 else if (skidding_timer.started())
582 sprite->skid_right->draw(base.x, base.y);
584 sprite->skid_left->draw(base.x, base.y);
586 else if (kick_timer.started())
589 sprite->kick_right->draw(base.x, base.y);
591 sprite->kick_left->draw(base.x, base.y);
593 else if (physic.get_velocity_y() != 0)
596 sprite->jump_right->draw(base.x, base.y);
598 sprite->jump_left->draw(base.x, base.y);
602 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
605 sprite->stand_right->draw( base.x, base.y);
607 sprite->stand_left->draw( base.x, base.y);
612 sprite->walk_right->draw(base.x, base.y);
614 sprite->walk_left->draw(base.x, base.y);
618 // Draw arm overlay graphics when Tux is holding something
619 if (holding_something && physic.get_velocity_y() == 0)
622 sprite->grab_right->draw(base.x, base.y);
624 sprite->grab_left->draw(base.x, base.y);
627 // Draw blinking star overlay
628 if (invincible_timer.started() &&
629 (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3))
631 if (size == SMALL || duck)
632 smalltux_star->draw(base.x, base.y);
634 largetux_star->draw(base.x, base.y);
640 fillrect(base.x - scroll_x, base.y - scroll_y,
641 base.width, base.height, 75,75,75, 150);
645 Player::collision(void* p_c_object, int c_object)
647 BadGuy* pbad_c = NULL;
648 Trampoline* ptramp_c = NULL;
653 pbad_c = (BadGuy*) p_c_object;
655 /* Hurt player if he touches a badguy */
656 if (!pbad_c->dying && !dying &&
657 !safe_timer.started() &&
658 pbad_c->mode != BadGuy::HELD)
660 if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
661 && !holding_something)
663 holding_something = true;
664 pbad_c->mode = BadGuy::HELD;
667 else if (pbad_c->mode == BadGuy::FLAT)
669 // Don't get hurt if we're kicking a flat badguy!
671 else if (pbad_c->mode == BadGuy::KICK)
673 /* Hurt if you get hit by kicked laptop: */
674 if (!invincible_timer.started())
681 else if (pbad_c->frozen_timer.check() && (pbad_c->kind == BAD_MRBOMB
682 || pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FISH
683 || pbad_c->kind == BAD_SPIKY))
687 if (!invincible_timer.started())
696 player_status.score_multiplier++;
701 ptramp_c = (Trampoline*) p_c_object;
703 // Pick up trampoline
704 if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something)
706 holding_something = true;
707 ptramp_c->mode = Trampoline::M_HELD;
708 ptramp_c->base.y -= 8;
710 // Set down trampoline
711 else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN)
713 holding_something = false;
714 ptramp_c->mode = Trampoline::M_NORMAL;
715 ptramp_c->base.y += 8;
716 ptramp_c->physic.set_velocity(physic.get_velocity_x(), physic.get_velocity_y());
719 // ptramp_c->base.x = base.x + base.width+1;
721 // ptramp_c->base.x = base.x - base.width-1;
724 // Don't let tux walk through trampoline
725 else if (ptramp_c->mode != Trampoline::M_HELD && on_ground())
727 if (physic.get_velocity_x() > 0) // RIGHT
729 physic.set_velocity_x(0);
730 base.x = ptramp_c->base.x - base.width;
732 else if (physic.get_velocity_x() < 0) // LEFT
734 physic.set_velocity_x(0);
735 base.x = ptramp_c->base.x + ptramp_c->base.width;
751 Player::kill(HurtMode mode)
753 play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
755 physic.set_velocity_x(0);
757 if (mode == SHRINK && size == BIG)
759 if (got_power != NONE_POWER)
761 got_power = NONE_POWER;
769 safe_timer.start(TUX_SAFE_TIME);
773 physic.enable_gravity(true);
774 physic.set_acceleration(0, 0);
775 physic.set_velocity(0, 7);
776 if(dying != DYING_SQUISHED)
777 --player_status.lives;
778 dying = DYING_SQUISHED;
789 bool Player::is_dead()
791 if(base.y > screen->h || base.x < scroll_x - AUTOSCROLL_DEAD_INTERVAL) // last condition can happen in auto-scrolling
797 /* Remove Tux's power ups */
799 Player::remove_powerups()
801 got_power = NONE_POWER;
807 Player::check_bounds(bool back_scrolling, bool hor_autoscroll)
809 /* Keep tux in bounds: */
811 { // Lock Tux to the size of the level, so that he doesn't fall of
816 /* Keep in-bounds, vertically: */
817 if (base.y > screen->h)
822 if(base.x < scroll_x && (!back_scrolling || hor_autoscroll)) // can happen if back scrolling is disabled
827 if(base.x == scroll_x)
828 if(issolid(base.x+32, base.y) || (size != SMALL && issolid(base.x+32, base.y+32)))
831 if(base.x + base.width > scroll_x + screen->w)
832 base.x = scroll_x + screen->w - base.width;