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- beginnings of a wingling
[supertux.git]
/
src
/
player.h
diff --git
a/src/player.h
b/src/player.h
index
cfccd40
..
6852ebc
100644
(file)
--- a/
src/player.h
+++ b/
src/player.h
@@
-27,6
+27,8
@@
#include "texture.h"
#include "collision.h"
#include "sound.h"
#include "texture.h"
#include "collision.h"
#include "sound.h"
+#include "moving_object.h"
+#include "drawable.h"
#include "physic.h"
/* Times: */
#include "physic.h"
/* Times: */
@@
-103,24
+105,32
@@
struct PlayerSprite
extern PlayerSprite smalltux;
extern PlayerSprite largetux;
extern PlayerSprite firetux;
extern PlayerSprite smalltux;
extern PlayerSprite largetux;
extern PlayerSprite firetux;
+extern PlayerSprite icetux;
-class Player : public
GameObject
+class Player : public
MovingObject, public Drawable
{
public:
enum HurtMode { KILL, SHRINK };
{
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;
player_input_type input;
-
bool got_coffee
;
+
int got_power
;
int size;
bool duck;
bool holding_something;
int size;
bool duck;
bool holding_something;
+ bool dead;
DyingType dying;
Direction dir;
Direction old_dir;
DyingType dying;
Direction dir;
Direction old_dir;
+ float last_ground_y;
+ FallMode fall_mode;
+
bool jumping;
bool can_jump;
bool jumping;
bool can_jump;
+ bool butt_jump;
int frame_;
int frame_main;
int frame_;
int frame_main;
@@
-130,29
+140,39
@@
public:
Timer safe_timer;
Timer frame_timer;
Timer kick_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:
Physic physic;
public:
- void init();
+ Player(DisplayManager& display_manager);
+ virtual ~Player();
+
int key_event(SDLKey key, int state);
void level_begin();
int key_event(SDLKey key, int state);
void level_begin();
- void action(double frame_ratio);
void handle_input();
void grabdistros();
void handle_input();
void grabdistros();
- void draw();
+
+ 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 collision(void* p_c_object, int c_object);
void kill(HurtMode mode);
- void is_dying();
- bool is_dead();
void player_remove_powerups();
void player_remove_powerups();
- void check_bounds(bool back_scrolling, bool hor_autoscroll);
+ void check_bounds(
Camera& viewport,
bool back_scrolling, bool hor_autoscroll);
bool on_ground();
bool under_solid();
bool on_ground();
bool under_solid();
+ bool tiles_on_air(int tiles);
void grow();
void grow();
-
- std::string type() { return "Player";};
+ void move(const Vector& vector);
+ bool is_dead() const
+ { return dead; }
private:
private:
+ void init();
+
void handle_horizontal_input();
void handle_vertical_input();
void remove_powerups();
void handle_horizontal_input();
void handle_vertical_input();
void remove_powerups();