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.
31 #include "screen/screen.h"
33 // behavior definitions:
34 #define TILES_FOR_BUTTJUMP 3
35 // animation times (in ms):
36 #define SHOOTING_TIME 320
38 #define AUTOSCROLL_DEAD_INTERVAL 300
42 Sprite* smalltux_gameover;
43 Sprite* smalltux_star;
44 Sprite* largetux_star;
45 Sprite* growingtux_left;
46 Sprite* growingtux_right;
48 PlayerSprite smalltux;
49 PlayerSprite largetux;
55 PlayerKeymap::PlayerKeymap()
57 keymap.jump = SDLK_UP;
58 keymap.duck = SDLK_DOWN;
59 keymap.left = SDLK_LEFT;
60 keymap.right = SDLK_RIGHT;
61 keymap.fire = SDLK_LCTRL;
64 void player_input_init(player_input_type* pplayer_input)
66 pplayer_input->down = UP;
67 pplayer_input->fire = UP;
68 pplayer_input->left = UP;
69 pplayer_input->old_fire = UP;
70 pplayer_input->right = UP;
71 pplayer_input->up = UP;
72 pplayer_input->old_up = UP;
87 holding_something = false;
93 got_power = NONE_POWER;
97 previous_base = old_base = base;
105 fall_mode = ON_GROUND;
113 player_input_init(&input);
115 invincible_timer.init(true);
116 skidding_timer.init(true);
117 safe_timer.init(true);
118 frame_timer.init(true);
119 kick_timer.init(true);
120 shooting_timer.init(true);
121 growing_timer.init(true);
127 Player::key_event(SDLKey key, int state)
129 if(key == keymap.right)
134 else if(key == keymap.left)
139 else if(key == keymap.jump)
144 else if(key == keymap.duck)
149 else if(key == keymap.fire)
161 Player::level_begin()
165 previous_base = old_base = base;
170 player_input_init(&input);
172 invincible_timer.init(true);
173 skidding_timer.init(true);
174 safe_timer.init(true);
175 frame_timer.init(true);
176 growing_timer.init(true);
182 Player::action(float elapsed_time)
184 bool jumped_in_solid = false;
186 if(dying && !dying_timer.check()) {
191 if (input.fire == UP)
192 holding_something = false;
195 previous_base = base;
197 /* --- HANDLE TUX! --- */
198 if(dying == DYING_NOT)
201 physic.apply(elapsed_time, base.x, base.y);
203 if(dying == DYING_NOT)
205 base_type target = base;
207 collision_swept_object_map(&old_base, &base);
209 if ((!invincible_timer.started() && !safe_timer.started())
210 && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
211 || isspike(base.x, base.y + base.height)
212 || isspike(base.x + base.width, base.y + base.height)))
217 // Don't accelerate Tux if he is running against a wall
218 if (target.x != base.x)
220 physic.set_velocity_x(0);
223 // special exception for cases where we're stuck under tiles after
224 // being ducked. In this case we drift out
225 if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
226 && collision_object_map(base))
228 base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
229 previous_base = old_base = base;
235 physic.enable_gravity(true);
239 physic.set_velocity_y(0);
240 jumped_in_solid = true;
247 if (physic.get_velocity_y() < 0)
249 base.y = (int)(((int)base.y / 32) * 32);
250 physic.set_velocity_y(0);
253 physic.enable_gravity(false);
254 /* Reset score multiplier (for multi-hits): */
255 if (!invincible_timer.started())
256 player_status.score_multiplier = 1;
261 if (isbrick(base.x, base.y) ||
262 isfullbox(base.x, base.y))
264 World::current()->trygrabdistro(base.x, base.y - 32, BOUNCE);
265 World::current()->trybumpbadguy(base.x, base.y - 64);
267 World::current()->trybreakbrick(base.x, base.y, size == SMALL);
269 bumpbrick(base.x, base.y);
270 World::current()->tryemptybox(base.x, base.y, RIGHT);
273 if (isbrick(base.x+ 31, base.y) ||
274 isfullbox(base.x+ 31, base.y))
276 World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
277 World::current()->trybumpbadguy(base.x+ 31, base.y - 64);
280 World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL);
282 bumpbrick(base.x+ 31, base.y);
283 World::current()->tryemptybox(base.x+ 31, base.y, LEFT);
295 /* Make sure jumping is off. */
301 /* ---- DONE HANDLING TUX! --- */
304 skidding_timer.check();
305 invincible_timer.check();
313 return ( issolid(base.x + base.width / 2, base.y + base.height) ||
314 issolid(base.x + 1, base.y + base.height) ||
315 issolid(base.x + base.width - 1, base.y + base.height));
319 Player::under_solid()
321 return ( issolid(base.x + base.width / 2, base.y) ||
322 issolid(base.x + 1, base.y) ||
323 issolid(base.x + base.width - 1, base.y) );
327 Player::tiles_on_air(int tiles)
329 for(int t = 0; t != tiles; t++)
331 if(issolid(base.x + base.width / 2, base.y + base.height + (tiles*32)) ||
332 issolid(base.x + 1, base.y + base.height + (tiles*32)) ||
333 issolid(base.x + base.width - 1, base.y + base.height + (tiles*32)))
340 Player::handle_horizontal_input()
342 float vx = physic.get_velocity_x();
343 float vy = physic.get_velocity_y();
344 float ax = physic.get_acceleration_x();
345 float ay = physic.get_acceleration_y();
348 if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
352 } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
358 if (input.fire == UP) {
359 ax = dirsign * WALK_ACCELERATION_X;
361 if(vx >= MAX_WALK_XM && dirsign > 0) {
364 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
369 ax = dirsign * RUN_ACCELERATION_X;
371 if(vx >= MAX_RUN_XM && dirsign > 0) {
374 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
380 // we can reach WALK_SPEED without any acceleration
381 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
382 vx = dirsign * WALK_SPEED;
385 // changing directions?
386 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
387 if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
388 skidding_timer.start(SKID_TIME);
389 play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
396 // we get slower when not pressing any keys
398 if(fabs(vx) < WALK_SPEED) {
402 ax = WALK_ACCELERATION_X * 1.5;
404 ax = WALK_ACCELERATION_X * -1.5;
408 // if we're on ice slow down acceleration or deceleration
409 if (isice(base.x, base.y + base.height))
411 /* the acceleration/deceleration rate on ice is inversely proportional to
412 * the current velocity.
415 // increasing 1 will increase acceleration/deceleration rate
416 // decreasing 1 will decrease acceleration/deceleration rate
417 // must stay above zero, though
418 if (ax != 0) ax *= 1 / fabs(vx);
421 physic.set_velocity(vx, vy);
422 physic.set_acceleration(ax, ay);
426 Player::handle_vertical_input()
430 fall_mode = ON_GROUND;
431 last_ground_y = base.y;
433 if(base.y > last_ground_y)
435 else if(fall_mode == ON_GROUND)
440 if(input.up == DOWN && can_jump && on_ground())
442 if(duck) { // only jump a little bit when in duck mode {
443 physic.set_velocity_y(3);
445 // jump higher if we are running
446 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
447 physic.set_velocity_y(5.8);
449 physic.set_velocity_y(5.2);
456 play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
458 play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
460 // Let go of jump key
461 else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
464 physic.set_velocity_y(0);
467 /* In case the player has pressed Down while in a certain range of air,
468 enable butt jump action */
469 if (input.down == DOWN && !butt_jump)
470 if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
473 /* When Down is not held anymore, disable butt jump */
474 if(butt_jump && input.down == UP)
478 if (butt_jump && on_ground() && size == BIG)
482 // Break bricks beneath Tux
483 if(World::current()->trybreakbrick(base.x + 1, base.y + base.height, false)
484 || World::current()->trybreakbrick(
485 base.x + base.width - 1, base.y + base.height, false))
487 physic.set_velocity_y(2);
491 // Kill nearby badguys
492 std::vector<GameObject*> gameobjects = World::current()->gameobjects;
493 for (std::vector<GameObject*>::iterator i = gameobjects.begin();
494 i != gameobjects.end();
497 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
500 if (fabsf(base.x - badguy->base.x) < 300 &&
501 fabsf(base.y - badguy->base.y) < 300 &&
502 (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) ||
503 issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height)))
509 if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
510 issolid(base.x + 1, base.y + base.height + 64) ||
511 issolid(base.x + base.width - 1, base.y + base.height + 64))
515 && input.old_up == UP)
520 if(on_ground()) /* Make sure jumping is off. */
523 input.old_up = input.up;
527 Player::handle_input()
529 /* Handle horizontal movement: */
530 handle_horizontal_input();
534 if (on_ground() && input.up == UP)
536 handle_vertical_input();
539 if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
541 if(World::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
542 physic.get_velocity_x(), dir))
543 shooting_timer.start(SHOOTING_TIME);
544 input.old_fire = DOWN;
547 /* tux animations: */
548 if(!frame_timer.check())
550 frame_timer.start(25);
551 if (input.right == UP && input.left == UP)
558 if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
559 (global_frame_counter % 4) == 0)
560 frame_main = (frame_main + 1) % 4;
570 if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground())
575 // changing base size confuses collision otherwise
576 old_base = previous_base = base;
578 else if(input.down == UP && size == BIG && duck)
580 // try if we can really unduck
583 // when unducking in air we need some space to do so
584 if(on_ground() || !collision_object_map(base)) {
586 // changing base size confuses collision otherwise
587 old_base = previous_base = base;
589 // undo the ducking changes
597 Player::grow(bool animate)
607 growing_timer.start((int)((growingtux_left->get_frames() / growingtux_left->get_fps()) * 1000));
609 old_base = previous_base = base;
613 Player::grabdistros()
618 World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
619 World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
621 World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
622 World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
626 World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
627 World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE);
632 /* Enough distros for a One-up? */
633 if (player_status.distros >= DISTROS_LIFEUP)
635 player_status.distros = player_status.distros - DISTROS_LIFEUP;
636 if(player_status.lives < MAX_LIVES)
637 ++player_status.lives;
638 /*We want to hear the sound even, if MAX_LIVES is reached*/
639 play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER);
644 Player::draw(DrawingContext& context)
646 PlayerSprite* sprite;
650 else if (got_power == FIRE_POWER)
652 else if (got_power == ICE_POWER)
657 int layer = LAYER_OBJECTS - 1;
658 Vector pos = Vector(base.x, base.y);
660 if (!safe_timer.started() || (global_frame_counter % 2) == 0)
662 if (dying == DYING_SQUISHED)
664 smalltux_gameover->draw(context, pos, LAYER_OBJECTS);
668 if(growing_timer.check())
671 growingtux_right->draw(context, pos, layer);
673 growingtux_left->draw(context, pos, layer);
675 else if (duck && size != SMALL)
678 sprite->duck_right->draw(context, pos, layer);
680 sprite->duck_left->draw(context, pos, layer);
682 else if (skidding_timer.started())
685 sprite->skid_right->draw(context, pos, layer);
687 sprite->skid_left->draw(context, pos, layer);
689 else if (kick_timer.started())
692 sprite->kick_right->draw(context, pos, layer);
694 sprite->kick_left->draw(context, pos, layer);
696 else if (physic.get_velocity_y() != 0)
699 sprite->jump_right->draw(context, pos, layer);
701 sprite->jump_left->draw(context, pos, layer);
705 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
708 sprite->stand_right->draw(context, pos, layer);
710 sprite->stand_left->draw(context, pos, layer);
715 sprite->walk_right->draw(context, pos, layer);
717 sprite->walk_left->draw(context, pos, layer);
723 // Draw arm overlay graphics when Tux is holding something
724 if ((holding_something && physic.get_velocity_y() == 0) || shooting_timer.check() && !duck)
727 sprite->grab_right->draw(context, pos, LAYER_OBJECTS + 1);
729 sprite->grab_left->draw(context, pos, LAYER_OBJECTS + 1);
732 // Draw blinking star overlay
733 if (invincible_timer.started() &&
734 (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3))
736 if (size == SMALL || duck)
737 smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);
739 largetux_star->draw(context, pos, LAYER_OBJECTS + 2);
744 fillrect(base.x - viewport.get_translation().x,
745 base.y - viewport.get_translation().y,
746 base.width, base.height, 75,75,75, 150);
751 Player::collision(const MovingObject& other, int collision_type)
754 (void) collision_type;
755 // will be implemented later
759 Player::collision(void* p_c_object, int c_object)
761 BadGuy* pbad_c = NULL;
762 Trampoline* ptramp_c = NULL;
763 FlyingPlatform* pplatform_c = NULL;
768 pbad_c = (BadGuy*) p_c_object;
770 /* Hurt player if he touches a badguy */
771 if (!pbad_c->dying && !dying &&
772 !safe_timer.started() &&
773 pbad_c->mode != BadGuy::HELD)
775 if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
776 && !holding_something)
778 holding_something = true;
779 pbad_c->mode = BadGuy::HELD;
782 else if (pbad_c->mode == BadGuy::FLAT)
784 // Don't get hurt if we're kicking a flat badguy!
786 else if (pbad_c->mode == BadGuy::KICK)
788 /* Hurt if you get hit by kicked laptop: */
789 if (!invincible_timer.started())
796 else if (pbad_c->frozen_timer.check() && (pbad_c->kind == BAD_MRBOMB
797 || pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FISH
798 || pbad_c->kind == BAD_SPIKY))
802 if (!invincible_timer.started())
811 player_status.score_multiplier++;
816 ptramp_c = (Trampoline*) p_c_object;
818 // Pick up trampoline
819 if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground())
821 holding_something = true;
822 ptramp_c->mode = Trampoline::M_HELD;
823 ptramp_c->base.y -= 8;
825 // Set down trampoline
826 else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN)
828 holding_something = false;
829 ptramp_c->mode = Trampoline::M_NORMAL;
830 ptramp_c->base.y += 8;
831 ptramp_c->physic.set_velocity(physic.get_velocity_x(), physic.get_velocity_y());
834 // ptramp_c->base.x = base.x + base.width+1;
836 // ptramp_c->base.x = base.x - base.width-1;
839 // Don't let tux walk through trampoline
840 else if (ptramp_c->mode != Trampoline::M_HELD && on_ground())
842 if (physic.get_velocity_x() > 0) // RIGHT
844 physic.set_velocity_x(0);
845 base.x = ptramp_c->base.x - base.width;
847 else if (physic.get_velocity_x() < 0) // LEFT
849 physic.set_velocity_x(0);
850 base.x = ptramp_c->base.x + ptramp_c->base.width;
855 case CO_FLYING_PLATFORM:
856 pplatform_c = (FlyingPlatform*) p_c_object;
858 base.y = pplatform_c->base.y - base.height;
859 physic.set_velocity_x(pplatform_c->get_vel_x());
861 physic.enable_gravity(false);
863 fall_mode = ON_GROUND;
875 Player::kill(HurtMode mode)
880 play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
882 physic.set_velocity_x(0);
884 if (mode == SHRINK && size == BIG)
886 if (got_power != NONE_POWER)
888 got_power = NONE_POWER;
896 safe_timer.start(TUX_SAFE_TIME);
900 physic.enable_gravity(true);
901 physic.set_acceleration(0, 0);
902 physic.set_velocity(0, 7);
903 --player_status.lives;
904 dying = DYING_SQUISHED;
905 dying_timer.start(3000);
909 /* Remove Tux's power ups */
911 Player::remove_powerups()
913 got_power = NONE_POWER;
919 Player::move(const Vector& vector)
923 old_base = previous_base = base;
927 Player::check_bounds(DrawingContext& viewport)
929 /* Keep tux in bounds: */
931 { // Lock Tux to the size of the level, so that he doesn't fall of
936 /* Keep in-bounds, vertically: */
937 if (base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32)
944 // can happen if back scrolling is disabled
945 if(base.x < viewport.get_translation().x) {
946 base.x = viewport.get_translation().x;
949 if(base.x >= viewport.get_translation().x + screen->w - base.width) {
950 base.x = viewport.get_translation().x + screen->w - base.width;
956 if(collision_object_map(base)) {