+ void set_action(std::string action, int loops = -1);
+ void one_time_animation();
+ void draw(DrawingContext& context, const Vector& pos, int layer,
+ Uint32 drawing_effect = NONE_EFFECT);
+
+ Sprite* head;
+ Sprite* body;
+ Sprite* arms;
+ Sprite* feet;
+};
+
+extern TuxBodyParts* small_tux;
+extern TuxBodyParts* big_tux;
+extern TuxBodyParts* fire_tux;
+extern TuxBodyParts* ice_tux;
+
+class Player : public MovingObject
+{
+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 on_ground_flag;
+ bool jumping;
+ bool flapping;
+ bool can_jump;
+ bool can_flap;
+ bool falling_from_flap;
+ bool enable_hover;
+ bool butt_jump;
+
+ float flapping_velocity;
+
+ // Ricardo's flapping
+ int flaps_nb;
+
+ // temporary to help player's choosing a flapping
+ enum { MAREK_FLAP, RICARDO_FLAP, RYAN_FLAP, NONE_FLAP };
+ int flapping_mode;
+
+ Timer2 invincible_timer;
+ Timer2 skidding_timer;
+ Timer2 safe_timer;
+ Timer2 kick_timer;
+ Timer2 shooting_timer; // used to show the arm when Tux is shooting
+ Timer2 dying_timer;
+ Timer2 growing_timer;
+ Timer2 idle_timer;
+ Timer2 flapping_timer;
+ Physic physic;
+
+public:
+ Player();
+ virtual ~Player();
+
+ int key_event(SDLKey key, int state);
+ void level_begin();
+ void handle_input();
+ void grabdistros();
+
+ PlayerStatus& get_status();
+
+ virtual void action(float elapsed_time);
+ virtual void draw(DrawingContext& context);
+ virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
+
+ void make_invincible();
+ bool is_invincible() const