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 // behavior definitions:
33 #define TILES_FOR_BUTTJUMP 3
34 // animation times (in ms):
35 #define SHOOTING_TIME 320
37 #define AUTOSCROLL_DEAD_INTERVAL 300
41 Sprite* smalltux_gameover;
42 Sprite* smalltux_star;
43 Sprite* largetux_star;
44 Sprite* growingtux_left;
45 Sprite* growingtux_right;
47 PlayerSprite smalltux;
48 PlayerSprite largetux;
54 PlayerKeymap::PlayerKeymap()
56 keymap.jump = SDLK_UP;
57 keymap.duck = SDLK_DOWN;
58 keymap.left = SDLK_LEFT;
59 keymap.right = SDLK_RIGHT;
60 keymap.fire = SDLK_LCTRL;
63 void player_input_init(player_input_type* pplayer_input)
65 pplayer_input->down = UP;
66 pplayer_input->fire = UP;
67 pplayer_input->left = UP;
68 pplayer_input->old_fire = UP;
69 pplayer_input->right = UP;
70 pplayer_input->up = UP;
71 pplayer_input->old_up = UP;
74 Player::Player(DisplayManager& display_manager)
76 display_manager.add_drawable(this, LAYER_OBJECTS-1); // for tux himself
77 display_manager.add_drawable(this, LAYER_OBJECTS+1); // for the arm
88 holding_something = false;
94 got_power = NONE_POWER;
98 previous_base = old_base = base;
106 fall_mode = ON_GROUND;
114 player_input_init(&input);
116 invincible_timer.init(true);
117 skidding_timer.init(true);
118 safe_timer.init(true);
119 frame_timer.init(true);
120 kick_timer.init(true);
121 shooting_timer.init(true);
122 growing_timer.init(true);
128 Player::key_event(SDLKey key, int state)
130 if(key == keymap.right)
135 else if(key == keymap.left)
140 else if(key == keymap.jump)
145 else if(key == keymap.duck)
150 else if(key == keymap.fire)
162 Player::level_begin()
166 previous_base = old_base = base;
171 player_input_init(&input);
173 invincible_timer.init(true);
174 skidding_timer.init(true);
175 safe_timer.init(true);
176 frame_timer.init(true);
177 growing_timer.init(true);
183 Player::action(float elapsed_time)
185 bool jumped_in_solid = false;
187 if(dying && !dying_timer.check()) {
192 if (input.fire == UP)
193 holding_something = false;
196 previous_base = base;
198 /* --- HANDLE TUX! --- */
199 if(dying == DYING_NOT)
202 physic.apply(elapsed_time, base.x, base.y);
204 if(dying == DYING_NOT)
206 base_type target = base;
208 collision_swept_object_map(&old_base, &base);
210 if ((!invincible_timer.started() && !safe_timer.started())
211 && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
212 || isspike(base.x, base.y + base.height)
213 || isspike(base.x + base.width, base.y + base.height)))
218 // Don't accelerate Tux if he is running against a wall
219 if (target.x != base.x)
221 physic.set_velocity_x(0);
224 // special exception for cases where we're stuck under tiles after
225 // being ducked. In this case we drift out
226 if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
227 && collision_object_map(base))
229 base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
230 previous_base = old_base = base;
236 physic.enable_gravity(true);
240 physic.set_velocity_y(0);
241 jumped_in_solid = true;
248 if (physic.get_velocity_y() < 0)
250 base.y = (int)(((int)base.y / 32) * 32);
251 physic.set_velocity_y(0);
254 physic.enable_gravity(false);
255 /* Reset score multiplier (for multi-hits): */
256 if (!invincible_timer.started())
257 player_status.score_multiplier = 1;
262 if (isbrick(base.x, base.y) ||
263 isfullbox(base.x, base.y))
265 World::current()->trygrabdistro(base.x, base.y - 32,BOUNCE);
266 World::current()->trybumpbadguy(base.x, base.y - 64);
268 World::current()->trybreakbrick(base.x, base.y, size == SMALL);
270 bumpbrick(base.x, base.y);
271 World::current()->tryemptybox(base.x, base.y, RIGHT);
274 if (isbrick(base.x+ 31, base.y) ||
275 isfullbox(base.x+ 31, base.y))
277 World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
278 World::current()->trybumpbadguy(base.x+ 31, base.y - 64);
281 World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL);
283 bumpbrick(base.x+ 31, base.y);
284 World::current()->tryemptybox(base.x+ 31, base.y, LEFT);
296 /* Make sure jumping is off. */
302 /* ---- DONE HANDLING TUX! --- */
305 skidding_timer.check();
306 invincible_timer.check();
314 return ( issolid(base.x + base.width / 2, base.y + base.height) ||
315 issolid(base.x + 1, base.y + base.height) ||
316 issolid(base.x + base.width - 1, base.y + base.height) ||
317 isunisolid(base.x + base.width / 2, base.y + base.height) ||
318 isunisolid(base.x + 1, base.y + base.height) ||
319 isunisolid(base.x + base.width - 1, base.y + base.height) );
323 Player::under_solid()
325 return ( issolid(base.x + base.width / 2, base.y) ||
326 issolid(base.x + 1, base.y) ||
327 issolid(base.x + base.width - 1, base.y) );
331 Player::tiles_on_air(int tiles)
333 for(int t = 0; t != tiles; t++)
335 if(issolid(base.x + base.width / 2, base.y + base.height + (tiles*32)) ||
336 issolid(base.x + 1, base.y + base.height + (tiles*32)) ||
337 issolid(base.x + base.width - 1, base.y + base.height + (tiles*32)))
344 Player::handle_horizontal_input()
346 float vx = physic.get_velocity_x();
347 float vy = physic.get_velocity_y();
348 float ax = physic.get_acceleration_x();
349 float ay = physic.get_acceleration_y();
352 if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
356 } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
362 if (input.fire == UP) {
363 ax = dirsign * WALK_ACCELERATION_X;
365 if(vx >= MAX_WALK_XM && dirsign > 0) {
368 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
373 ax = dirsign * RUN_ACCELERATION_X;
375 if(vx >= MAX_RUN_XM && dirsign > 0) {
378 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
384 // we can reach WALK_SPEED without any acceleration
385 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
386 vx = dirsign * WALK_SPEED;
389 // changing directions?
390 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
391 if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
392 skidding_timer.start(SKID_TIME);
393 play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
400 // we get slower when not pressing any keys
402 if(fabs(vx) < WALK_SPEED) {
406 ax = WALK_ACCELERATION_X * 1.5;
408 ax = WALK_ACCELERATION_X * -1.5;
412 // if we're on ice slow down acceleration or deceleration
413 if (isice(base.x, base.y + base.height))
415 /* the acceleration/deceleration rate on ice is inversely proportional to
416 * the current velocity.
419 // increasing 1 will increase acceleration/deceleration rate
420 // decreasing 1 will decrease acceleration/deceleration rate
421 // must stay above zero, though
422 if (ax != 0) ax *= 1 / fabs(vx);
425 physic.set_velocity(vx, vy);
426 physic.set_acceleration(ax, ay);
430 Player::handle_vertical_input()
434 fall_mode = ON_GROUND;
435 last_ground_y = base.y;
437 if(base.y > last_ground_y)
439 else if(fall_mode == ON_GROUND)
444 if(input.up == DOWN && can_jump && on_ground())
446 if(duck) { // only jump a little bit when in duck mode {
447 physic.set_velocity_y(3);
449 // jump higher if we are running
450 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
451 physic.set_velocity_y(5.8);
453 physic.set_velocity_y(5.2);
460 play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
462 play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
464 // Let go of jump key
465 else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
468 physic.set_velocity_y(0);
471 /* In case the player has pressed Down while in a certain range of air,
472 enable butt jump action */
473 if (input.down == DOWN && !butt_jump)
474 if(tiles_on_air(TILES_FOR_BUTTJUMP))
477 /* When Down is not held anymore, disable butt jump */
478 if(butt_jump && input.down == UP)
481 if (butt_jump && on_ground() && size == BIG)
483 if(World::current()->trybreakbrick(base.x, base.y + base.height, false)
484 || World::current()->trybreakbrick(
485 base.x + base.width, base.y + base.height, false)) {
486 // make tux jumping a little bit again after breaking the bricks
487 physic.set_velocity_y(2);
489 // butt_jump = false; // comment this, in case you won't to disable the continued use of buttjump
492 if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
493 issolid(base.x + 1, base.y + base.height + 64) ||
494 issolid(base.x + base.width - 1, base.y + base.height + 64))
498 && input.old_up == UP)
503 if(on_ground()) /* Make sure jumping is off. */
506 input.old_up = input.up;
510 Player::handle_input()
512 /* Handle horizontal movement: */
513 handle_horizontal_input();
517 if (on_ground() && input.up == UP)
519 handle_vertical_input();
522 if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
524 if(World::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
525 physic.get_velocity_x(), dir))
526 shooting_timer.start(SHOOTING_TIME);
527 input.old_fire = DOWN;
530 /* tux animations: */
531 if(!frame_timer.check())
533 frame_timer.start(25);
534 if (input.right == UP && input.left == UP)
541 if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
542 (global_frame_counter % 4) == 0)
543 frame_main = (frame_main + 1) % 4;
553 if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground())
558 // changing base size confuses collision otherwise
559 old_base = previous_base = base;
561 else if(input.down == UP && size == BIG && duck)
563 // try if we can really unduck
566 // when unducking in air we need some space to do so
567 if(on_ground() || !collision_object_map(base)) {
569 // changing base size confuses collision otherwise
570 old_base = previous_base = base;
572 // undo the ducking changes
580 Player::grow(bool animate)
590 growing_timer.start((int)((growingtux_left->get_frames() / growingtux_left->get_fps()) * 1000));
592 old_base = previous_base = base;
596 Player::grabdistros()
601 World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
602 World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
604 World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
605 World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
609 World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
610 World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE);
615 /* Enough distros for a One-up? */
616 if (player_status.distros >= DISTROS_LIFEUP)
618 player_status.distros = player_status.distros - DISTROS_LIFEUP;
619 if(player_status.lives < MAX_LIVES)
620 ++player_status.lives;
621 /*We want to hear the sound even, if MAX_LIVES is reached*/
622 play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER);
627 Player::draw(Camera& viewport, int layer)
629 PlayerSprite* sprite;
633 else if (got_power == FIRE_POWER)
635 else if (got_power == ICE_POWER)
640 Vector pos = viewport.world2screen(Vector(base.x, base.y));
642 if(layer == LAYER_OBJECTS + 1) {
643 // Draw arm overlay graphics when Tux is holding something
644 if ((holding_something && physic.get_velocity_y() == 0) || shooting_timer.check() && !duck)
647 sprite->grab_right->draw(pos);
649 sprite->grab_left->draw(pos);
652 // Draw blinking star overlay
653 if (invincible_timer.started() &&
654 (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3))
656 if (size == SMALL || duck)
657 smalltux_star->draw(pos);
659 largetux_star->draw(pos);
665 if (!safe_timer.started() || (global_frame_counter % 2) == 0)
667 if (dying == DYING_SQUISHED)
669 smalltux_gameover->draw(pos);
673 if(growing_timer.check())
676 growingtux_right->draw(pos);
678 growingtux_left->draw(pos);
680 else if (duck && size != SMALL)
683 sprite->duck_right->draw(pos);
685 sprite->duck_left->draw(pos);
687 else if (skidding_timer.started())
690 sprite->skid_right->draw(pos);
692 sprite->skid_left->draw(pos);
694 else if (kick_timer.started())
697 sprite->kick_right->draw(pos);
699 sprite->kick_left->draw(pos);
701 else if (physic.get_velocity_y() != 0)
704 sprite->jump_right->draw(pos);
706 sprite->jump_left->draw(pos);
710 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
713 sprite->stand_right->draw(pos);
715 sprite->stand_left->draw(pos);
720 sprite->walk_right->draw(pos);
722 sprite->walk_left->draw(pos);
729 fillrect(base.x - viewport.get_translation().x,
730 base.y - viewport.get_translation().y,
731 base.width, base.height, 75,75,75, 150);
735 Player::collision(const MovingObject& other, int collision_type)
738 (void) collision_type;
739 // will be implemented later
743 Player::collision(void* p_c_object, int c_object)
745 BadGuy* pbad_c = NULL;
746 Trampoline* ptramp_c = NULL;
747 FlyingPlatform* pplatform_c = NULL;
752 pbad_c = (BadGuy*) p_c_object;
754 /* Hurt player if he touches a badguy */
755 if (!pbad_c->dying && !dying &&
756 !safe_timer.started() &&
757 pbad_c->mode != BadGuy::HELD)
759 if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
760 && !holding_something)
762 holding_something = true;
763 pbad_c->mode = BadGuy::HELD;
766 else if (pbad_c->mode == BadGuy::FLAT)
768 // Don't get hurt if we're kicking a flat badguy!
770 else if (pbad_c->mode == BadGuy::KICK)
772 /* Hurt if you get hit by kicked laptop: */
773 if (!invincible_timer.started())
780 else if (pbad_c->frozen_timer.check() && (pbad_c->kind == BAD_MRBOMB
781 || pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FISH
782 || pbad_c->kind == BAD_SPIKY))
786 if (!invincible_timer.started())
795 player_status.score_multiplier++;
800 ptramp_c = (Trampoline*) p_c_object;
802 // Pick up trampoline
803 if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground())
805 holding_something = true;
806 ptramp_c->mode = Trampoline::M_HELD;
807 ptramp_c->base.y -= 8;
809 // Set down trampoline
810 else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN)
812 holding_something = false;
813 ptramp_c->mode = Trampoline::M_NORMAL;
814 ptramp_c->base.y += 8;
815 ptramp_c->physic.set_velocity(physic.get_velocity_x(), physic.get_velocity_y());
818 // ptramp_c->base.x = base.x + base.width+1;
820 // ptramp_c->base.x = base.x - base.width-1;
823 // Don't let tux walk through trampoline
824 else if (ptramp_c->mode != Trampoline::M_HELD && on_ground())
826 if (physic.get_velocity_x() > 0) // RIGHT
828 physic.set_velocity_x(0);
829 base.x = ptramp_c->base.x - base.width;
831 else if (physic.get_velocity_x() < 0) // LEFT
833 physic.set_velocity_x(0);
834 base.x = ptramp_c->base.x + ptramp_c->base.width;
839 case CO_FLYING_PLATFORM:
840 pplatform_c = (FlyingPlatform*) p_c_object;
842 base.y = pplatform_c->base.y - base.height;
843 physic.set_velocity_x(pplatform_c->get_vel_x());
845 physic.enable_gravity(false);
847 fall_mode = ON_GROUND;
859 Player::kill(HurtMode mode)
864 play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
866 physic.set_velocity_x(0);
868 if (mode == SHRINK && size == BIG)
870 if (got_power != NONE_POWER)
872 got_power = NONE_POWER;
880 safe_timer.start(TUX_SAFE_TIME);
884 physic.enable_gravity(true);
885 physic.set_acceleration(0, 0);
886 physic.set_velocity(0, 7);
887 --player_status.lives;
888 dying = DYING_SQUISHED;
889 dying_timer.start(3000);
893 /* Remove Tux's power ups */
895 Player::remove_powerups()
897 got_power = NONE_POWER;
903 Player::move(const Vector& vector)
907 old_base = previous_base = base;
911 Player::check_bounds(Camera& viewport)
913 /* Keep tux in bounds: */
915 { // Lock Tux to the size of the level, so that he doesn't fall of
920 /* Keep in-bounds, vertically: */
921 if (base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32)
928 // can happen if back scrolling is disabled
929 if(base.x < viewport.get_translation().x) {
930 base.x = viewport.get_translation().x;
933 if(base.x >= viewport.get_translation().x + screen->w - base.width) {
934 base.x = viewport.get_translation().x + screen->w - base.width;
940 if(collision_object_map(base)) {