- player_input_type input;
- int got_coffee;
- int size;
- int skidding;
- int safe;
- int duck;
- int dying;
- int dir;
- int jumping;
- int frame_main;
- int frame;
- int lives;
- float x;
- float y;
- float xm;
- float ym;
- float width;
- float height;
- timer_type invincible_timer;
- timer_type jump_timer;
- unsigned int updated;
- itop_type it;
-}
-player_type;
-
-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);
-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 right;
+ int left;
+ int up;
+ int old_up;
+ int down;
+ int fire;
+ int old_fire;
+ int activate;
+ int jump;
+ int old_jump;
+};
+
+void player_input_init(player_input_type* pplayer_input);
+
+class Camera;
+class PlayerStatus;
+
+extern Surface* tux_life;
+
+extern Sprite* smalltux_gameover;
+extern Sprite* smalltux_star;
+extern Sprite* bigtux_star;
+
+#define GROWING_TIME 1.0
+#define GROWING_FRAMES 7
+extern Surface* growingtux_left[GROWING_FRAMES];
+extern Surface* growingtux_right[GROWING_FRAMES];
+
+class TuxBodyParts
+{
+public:
+ TuxBodyParts()
+ : head(0), body(0), arms(0), feet(0)
+ { }
+ ~TuxBodyParts() {
+ delete head;
+ delete body;
+ delete arms;
+ delete feet;
+ }
+
+ void set_action(std::string action);
+ 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
+ {
+ return invincible_timer.started();
+ }
+ void kill(HurtMode mode);
+ void player_remove_powerups();
+ void check_bounds(Camera* camera);
+ bool on_ground();
+ bool under_solid();
+ void grow(bool animate = false);
+ void move(const Vector& vector);
+
+ void bounce(BadGuy& badguy);
+
+ bool is_dead() const
+ { return dead; }
+
+private:
+ void init();
+
+ void handle_horizontal_input();
+ void handle_vertical_input();
+ void remove_powerups();
+};