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 std::vector<Surface*> tux_right;
33 std::vector<Surface*> tux_left;
34 Surface* smalltux_jump_left;
35 Surface* smalltux_jump_right;
36 Surface* smalltux_stand_left;
37 Surface* smalltux_stand_right;
38 Sprite* smalltux_gameover;
39 Sprite* smalltux_skid_left;
40 Sprite* smalltux_skid_right;
44 Sprite* bigtux_right_jump;
45 Sprite* bigtux_left_jump;
46 Sprite* ducktux_right;
48 Surface* skidtux_right;
49 Surface* skidtux_left;
50 Surface* firetux_right[3];
51 Surface* firetux_left[3];
52 Surface* bigfiretux_right[3];
53 Surface* bigfiretux_left[3];
54 Surface* bigfiretux_right_jump;
55 Surface* bigfiretux_left_jump;
56 Surface* duckfiretux_right;
57 Surface* duckfiretux_left;
58 Surface* skidfiretux_right;
59 Surface* skidfiretux_left;
60 Surface* cape_right[2];
61 Surface* cape_left[2];
62 Surface* bigcape_right[2];
63 Surface* bigcape_left[2];
67 PlayerKeymap::PlayerKeymap()
69 keymap.jump = SDLK_UP;
70 keymap.duck = SDLK_DOWN;
71 keymap.left = SDLK_LEFT;
72 keymap.right = SDLK_RIGHT;
73 keymap.fire = SDLK_LCTRL;
76 void player_input_init(player_input_type* pplayer_input)
78 pplayer_input->down = UP;
79 pplayer_input->fire = UP;
80 pplayer_input->left = UP;
81 pplayer_input->old_fire = UP;
82 pplayer_input->right = UP;
83 pplayer_input->up = UP;
89 Level* plevel = World::current()->get_level();
97 base.x = plevel->start_pos_x;
98 base.y = plevel->start_pos_y;
101 previous_base = old_base = base;
111 player_input_init(&input);
113 invincible_timer.init(true);
114 skidding_timer.init(true);
115 safe_timer.init(true);
116 frame_timer.init(true);
122 Player::key_event(SDLKey key, int state)
124 if(key == keymap.right)
129 else if(key == keymap.left)
134 else if(key == keymap.jump)
139 else if(key == keymap.duck)
144 else if(key == keymap.fire)
154 Player::level_begin()
160 previous_base = old_base = base;
165 player_input_init(&input);
167 invincible_timer.init(true);
168 skidding_timer.init(true);
169 safe_timer.init(true);
170 frame_timer.init(true);
176 Player::action(double frame_ratio)
178 bool jumped_in_solid = false;
180 /* --- HANDLE TUX! --- */
182 if(dying == DYING_NOT)
186 previous_base = base;
188 physic.apply(frame_ratio, base.x, base.y);
189 if(dying == DYING_NOT)
191 base_type target = base;
193 collision_swept_object_map(&old_base, &base);
195 // Don't accelerate Tux if he is running against a wall
196 if (target.x != base.x)
198 physic.set_velocity_x(0);
201 // special exception for cases where we're stuck under tiles after
202 // being ducked. In this case we drift out
203 if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
204 && collision_object_map(&base)) {
205 base.x += frame_ratio * WALK_SPEED * (dir ? 1 : -1);
206 previous_base = old_base = base;
211 if (dying == DYING_NOT)
218 physic.enable_gravity(true);
222 physic.set_velocity_y(0);
223 jumped_in_solid = true;
229 if (physic.get_velocity_y() < 0)
231 base.y = (int)(((int)base.y / 32) * 32);
232 physic.set_velocity_y(0);
235 physic.enable_gravity(false);
236 /* Reset score multiplier (for multi-hits): */
237 player_status.score_multiplier = 1;
242 if (isbrick(base.x, base.y) ||
243 isfullbox(base.x, base.y))
245 World::current()->trygrabdistro(base.x, base.y - 32,BOUNCE);
246 World::current()->trybumpbadguy(base.x, base.y - 64);
248 World::current()->trybreakbrick(base.x, base.y, size == SMALL);
250 bumpbrick(base.x, base.y);
251 World::current()->tryemptybox(base.x, base.y, RIGHT);
254 if (isbrick(base.x+ 31, base.y) ||
255 isfullbox(base.x+ 31, base.y))
257 World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
258 World::current()->trybumpbadguy(base.x+ 31, base.y - 64);
261 World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL);
263 bumpbrick(base.x+ 31, base.y);
264 World::current()->tryemptybox(base.x+ 31, base.y, LEFT);
276 /* Make sure jumping is off. */
282 /* ---- DONE HANDLING TUX! --- */
285 skidding_timer.check();
286 invincible_timer.check();
293 return ( issolid(base.x + base.width / 2, base.y + base.height) ||
294 issolid(base.x + 1, base.y + base.height) ||
295 issolid(base.x + base.width - 1, base.y + base.height) );
299 Player::under_solid()
301 return ( issolid(base.x + base.width / 2, base.y) ||
302 issolid(base.x + 1, base.y) ||
303 issolid(base.x + base.width - 1, base.y) );
307 Player::handle_horizontal_input()
309 float vx = physic.get_velocity_x();
310 float vy = physic.get_velocity_y();
311 float ax = physic.get_acceleration_x();
312 float ay = physic.get_acceleration_y();
315 if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
318 } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
323 if (input.fire == UP) {
324 ax = dirsign * WALK_ACCELERATION_X;
326 if(vx >= MAX_WALK_XM && dirsign > 0) {
329 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
334 ax = dirsign * RUN_ACCELERATION_X;
336 if(vx >= MAX_RUN_XM && dirsign > 0) {
339 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
345 // we can reach WALK_SPEED without any acceleration
346 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
347 vx = dirsign * WALK_SPEED;
350 // changing directions?
351 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
352 if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
353 skidding_timer.start(SKID_TIME);
354 play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
361 // we get slower when not pressing any keys
363 if(fabs(vx) < WALK_SPEED) {
367 ax = WALK_ACCELERATION_X * 1.5;
369 ax = WALK_ACCELERATION_X * -1.5;
373 // if we're on ice slow down acceleration or deceleration
374 if (isice(base.x, base.y + base.height))
376 /* the acceleration/deceleration rate on ice is inversely proportional to
377 * the current velocity.
380 // increasing 1 will increase acceleration/deceleration rate
381 // decreasing 1 will decrease acceleration/deceleration rate
382 // must stay above zero, though
383 if (ax != 0) ax *= 1 / fabs(vx);
386 physic.set_velocity(vx, vy);
387 physic.set_acceleration(ax, ay);
391 Player::handle_vertical_input()
398 if (physic.get_velocity_x() > MAX_WALK_XM)
399 physic.set_velocity_y(5.8);
401 physic.set_velocity_y(5.2);
406 play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
408 play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
411 else if(input.up == UP && jumping)
414 if(physic.get_velocity_y() > 0) {
415 physic.set_velocity_y(0);
421 Player::handle_input()
423 /* Handle horizontal movement: */
424 handle_horizontal_input();
428 if ( input.up == DOWN || (input.up == UP && jumping))
430 handle_vertical_input();
435 if (input.fire == DOWN && input.old_fire == UP && got_coffee)
437 World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir);
440 /* tux animations: */
441 if(!frame_timer.check())
443 frame_timer.start(25);
444 if (input.right == UP && input.left == UP)
451 if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
452 (global_frame_counter % 4) == 0)
453 frame_main = (frame_main + 1) % 4;
463 if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0)
468 // changing base size confuses collision otherwise
469 old_base = previous_base = base;
471 else if(input.down == UP && size == BIG && duck && physic.get_velocity_y() == 0)
476 old_base = previous_base = base;
481 Player::grabdistros()
486 World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
487 World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
489 World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
490 World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
494 World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
495 World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE);
500 /* Enough distros for a One-up? */
501 if (player_status.distros >= DISTROS_LIFEUP)
503 player_status.distros = player_status.distros - DISTROS_LIFEUP;
504 if(player_status.lives < MAX_LIVES)
505 ++player_status.lives;
506 /*We want to hear the sound even, if MAX_LIVES is reached*/
507 play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER);
514 if (!safe_timer.started() || (global_frame_counter % 2) == 0)
518 if (invincible_timer.started())
523 cape_right[global_frame_counter % 2]->draw(base.x- scroll_x, base.y);
525 cape_left[global_frame_counter % 2]->draw(base.x- scroll_x, base.y);
531 if (!skidding_timer.started())
533 if (physic.get_velocity_y() != 0)
536 smalltux_jump_right->draw( base.x - scroll_x, base.y - 10);
538 smalltux_jump_left->draw( base.x - scroll_x, base.y - 10);
542 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
545 smalltux_stand_right->draw( base.x - scroll_x, base.y - 9);
547 smalltux_stand_left->draw( base.x - scroll_x, base.y - 9);
552 tux_right[(global_frame_counter/2) % tux_right.size()]->draw(base.x - scroll_x, base.y - 9);
554 tux_left[(global_frame_counter/2) % tux_left.size()]->draw(base.x - scroll_x, base.y - 9);
561 smalltux_skid_right->draw(base.x - scroll_x, base.y);
563 smalltux_skid_left->draw(base.x - scroll_x, base.y);
568 /* Tux got coffee! */
572 firetux_right[frame_]->draw( base.x- scroll_x, base.y);
576 firetux_left[frame_]->draw( base.x- scroll_x, base.y);
582 if (invincible_timer.started())
584 float capex = base.x + (base.width - bigcape_right[0]->w) / 2;
586 float capey = base.y + (base.height - bigcape_right[0]->h) / 2;
588 /* Draw cape (just not in ducked mode since that looks silly): */
590 bigcape_right[global_frame_counter % 2]->draw(capex, capey);
592 bigcape_left[global_frame_counter % 2]->draw(capex, capey);
599 if (!skidding_timer.started())
601 if (physic.get_velocity_y() == 0)
604 bigtux_right->draw(base.x - scroll_x, base.y);
606 bigtux_left->draw(base.x - scroll_x, base.y);
611 bigtux_right_jump->draw(base.x - scroll_x, base.y);
613 bigtux_left_jump->draw(base.x - scroll_x, base.y);
619 skidtux_right->draw(base.x - scroll_x - 8, base.y);
621 skidtux_left->draw(base.x - scroll_x - 8, base.y);
627 ducktux_right->draw(base.x - scroll_x, base.y);
629 ducktux_left->draw(base.x - scroll_x, base.y);
634 /* Tux has coffee! */
637 if (!skidding_timer.started())
639 if (!jumping || physic.get_velocity_y() > 0)
642 bigfiretux_right[frame_]->draw(base.x- scroll_x - 8, base.y);
644 bigfiretux_left[frame_]->draw(base.x- scroll_x - 8, base.y);
649 bigfiretux_right_jump->draw(base.x- scroll_x - 8, base.y);
651 bigfiretux_left_jump->draw(base.x- scroll_x - 8, base.y);
657 skidfiretux_right->draw(base.x- scroll_x - 8, base.y);
659 skidfiretux_left->draw(base.x- scroll_x - 8, base.y);
665 duckfiretux_right->draw( base.x- scroll_x - 8, base.y - 16);
667 duckfiretux_left->draw( base.x- scroll_x - 8, base.y - 16);
674 fillrect(base.x - scroll_x, base.y, 32, 32, 75,75,75, 150);
678 Player::collision(void* p_c_object, int c_object)
680 BadGuy* pbad_c = NULL;
685 pbad_c = (BadGuy*) p_c_object;
687 /* Hurt player if he touches a badguy */
688 if (!pbad_c->dying && !dying &&
689 !safe_timer.started() &&
690 pbad_c->mode != BadGuy::HELD)
692 if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN)
694 pbad_c->mode = BadGuy::HELD;
697 else if (pbad_c->mode == BadGuy::FLAT)
699 // Don't get hurt if we're kicking a flat badguy!
701 else if (pbad_c->mode == BadGuy::KICK)
703 /* Hurt if you get hit by kicked laptop: */
704 if (!invincible_timer.started())
710 pbad_c->dying = DYING_FALLING;
711 play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
712 World::current()->add_score(pbad_c->base.x - scroll_x,
714 25 * player_status.score_multiplier);
719 if (!invincible_timer.started())
728 player_status.score_multiplier++;
740 Player::kill(int mode)
742 play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
744 physic.set_velocity(0, physic.get_velocity_y());
746 if (mode == SHRINK && size == BIG)
755 safe_timer.start(TUX_SAFE_TIME);
759 physic.enable_gravity(true);
760 physic.set_acceleration(0, 0);
761 physic.set_velocity(0, 7);
762 dying = DYING_SQUISHED;
773 bool Player::is_dead()
775 if(base.y > screen->h)
781 /* Remove Tux's power ups */
783 Player::remove_powerups()
791 Player::keep_in_bounds()
793 Level* plevel = World::current()->get_level();
795 /* Keep tux in bounds: */
797 { // Lock Tux to the size of the level, so that he doesn't fall of
801 else if (base.x < scroll_x)
806 /* Keep in-bounds, vertically: */
807 if (base.y > screen->h)
812 int scroll_threshold = screen->w/2 - 80;
815 scroll_x += screen->w/2;
816 // Backscrolling for debug mode
817 if (scroll_x < base.x - 80)
818 scroll_x = base.x - 80;
819 else if (scroll_x > base.x + 80)
820 scroll_x = base.x + 80;
821 scroll_x -= screen->w/2;
828 if (base.x > scroll_threshold + scroll_x
829 && scroll_x < ((World::current()->get_level()->width * 32) - screen->w))
831 // FIXME: Scrolling needs to be handled by a seperate View
832 // class, doing it as a player huck is ugly
834 // Scroll the screen in past center:
835 scroll_x = base.x - scroll_threshold;
837 // Lock the scrolling to the levelsize, so that we don't
838 // scroll over the right border
839 if (scroll_x > 32 * plevel->width - screen->w)
840 scroll_x = 32 * plevel->width - screen->w;