- player_input_type input;
- player_keymap_type keymap;
- int score;
- int distros;
- int got_coffee;
- int size;
- int duck;
- int dying;
- int dir;
- int jumping;
- int frame_main;
- int frame;
- int lives;
- base_type base;
- base_type old_base;
- base_type previous_base;
- timer_type invincible_timer;
- timer_type skidding_timer;
- timer_type safe_timer;
- timer_type frame_timer;
- physic_type vphysic;
- physic_type hphysic;
-}
-player_type;
-
-extern texture_type tux_life,
- tux_right[3], tux_left[3],
- bigtux_right[3], bigtux_left[3],
- bigtux_right_jump, bigtux_left_jump,
- ducktux_right, ducktux_left,
- skidtux_right, skidtux_left,
- firetux_right[3], firetux_left[3],
- bigfiretux_right[3], bigfiretux_left[3],
- bigfiretux_right_jump, bigfiretux_left_jump,
- duckfiretux_right, duckfiretux_left,
- skidfiretux_right, skidfiretux_left,
- cape_right[2], cape_left[2],
- bigcape_right[2], bigcape_left[2];
-
-void player_init(player_type* pplayer);
-int player_key_event(player_type* pplayer, SDLKey key, int state);
-void player_level_begin(player_type* pplayer);
-void player_action(player_type* pplayer);
-void player_input(player_type* pplayer);
-void player_grabdistros(player_type *pplayer);
-void player_draw(player_type* pplayer);
-void player_collision(player_type* pplayer,void* p_c_object, int c_object);
-void player_kill(player_type *pplayer, int mode);
-void player_dying(player_type *pplayer);
-void player_remove_powerups(player_type *pplayer);
-void player_keep_in_bounds(player_type *pplayer);
-int player_on_ground(player_type *pplayer);
-int player_under_solid(player_type *pplayer);
+ Sprite* stand_left;
+ Sprite* stand_right;
+ Sprite* walk_right;
+ Sprite* walk_left;
+ Sprite* jump_right;
+ Sprite* jump_left;
+ Sprite* kick_left;
+ Sprite* kick_right;
+ Sprite* skid_right;
+ Sprite* skid_left;
+ Sprite* grab_left;
+ Sprite* grab_right;
+ Sprite* duck_right;
+ Sprite* duck_left;
+};
+
+extern PlayerSprite smalltux;
+extern PlayerSprite largetux;
+extern PlayerSprite firetux;
+extern PlayerSprite icetux;
+
+class Player : public MovingObject, public Drawable
+{
+public:
+ enum HurtMode { KILL, SHRINK };
+ enum Power { NONE_POWER, FIRE_POWER, ICE_POWER };
+ enum FallMode { ON_GROUND, JUMPING, TRAMPOLINE_JUMP, FALLING };
+
+ player_input_type input;
+ int got_power;
+ int size;
+ bool duck;
+ bool holding_something;
+ bool dead;
+ DyingType dying;
+
+ Direction dir;
+ Direction old_dir;
+
+ float last_ground_y;
+ FallMode fall_mode;
+
+ bool jumping;
+ bool can_jump;
+ bool butt_jump;
+ int frame_;
+ int frame_main;
+
+ base_type previous_base;
+ Timer invincible_timer;
+ Timer skidding_timer;
+ Timer safe_timer;
+ Timer frame_timer;
+ Timer kick_timer;
+ Timer shooting_timer; // used to show the arm when Tux is shooting
+ Timer dying_timer;
+ Physic physic;
+
+public:
+ Player(DisplayManager& display_manager);
+ virtual ~Player();
+
+ int key_event(SDLKey key, int state);
+ void level_begin();
+ void handle_input();
+ void grabdistros();
+
+ virtual void action(float elapsed_time);
+ virtual void draw(Camera& viewport, int layer);
+ virtual void collision(const MovingObject& other_object,
+ int collision_type);
+
+ void collision(void* p_c_object, int c_object);
+ void kill(HurtMode mode);
+ void player_remove_powerups();
+ void check_bounds(Camera& viewport, bool back_scrolling, bool hor_autoscroll);
+ bool on_ground();
+ bool under_solid();
+ bool tiles_on_air(int tiles);
+ void grow();
+ void move(const Vector& vector);
+ bool is_dead() const
+ { return dead; }
+
+private:
+ void init();
+
+ void handle_horizontal_input();
+ void handle_vertical_input();
+ void remove_powerups();
+};