//#define SWIMMING
-static const int TILES_FOR_BUTTJUMP = 3;
-static const float SHOOTING_TIME = .150f;
-/// time before idle animation starts
-static const float IDLE_TIME = 2.5f;
-
-/** acceleration in horizontal direction when walking
- * (all acceleratiosn are in pixel/s^2) */
-static const float WALK_ACCELERATION_X = 300;
-/** acceleration in horizontal direction when running */
-static const float RUN_ACCELERATION_X = 400;
-/** acceleration when skidding */
-static const float SKID_XM = 200;
-/** time of skidding in seconds */
-static const float SKID_TIME = .3f;
-/** maximum walk velocity (pixel/s) */
-static const float MAX_WALK_XM = 230;
-/** maximum run velcoity (pixel/s) */
-static const float MAX_RUN_XM = 320;
-/** maximum horizontal climb velocity */
-static const float MAX_CLIMB_XM = 48;
-/** maximum vertical climb velocity */
-static const float MAX_CLIMB_YM = 128;
-/** instant velocity when tux starts to walk */
-static const float WALK_SPEED = 100;
-
-/** time of the kick (kicking mriceblock) animation */
-static const float KICK_TIME = .3f;
-/** time of tux cheering (currently unused) */
-static const float CHEER_TIME = 1.0f;
-
-/** if Tux cannot unduck for this long, he will get hurt */
-static const float UNDUCK_HURT_TIME = 0.25f;
-
-// growing animation
-Surface* growingtux_left[GROWING_FRAMES];
-Surface* growingtux_right[GROWING_FRAMES];
-
-Surface* tux_life = 0;
-
-TuxBodyParts* small_tux = 0;
-TuxBodyParts* big_tux = 0;
-TuxBodyParts* fire_tux = 0;
-TuxBodyParts* ice_tux = 0;
-
-namespace{
- bool no_water = true;
-}
-void
-TuxBodyParts::set_action(std::string action, int loops)
-{
- if(head != NULL)
- head->set_action(action, loops);
- if(body != NULL)
- body->set_action(action, loops);
- if(arms != NULL)
- arms->set_action(action, loops);
- if(feet != NULL)
- feet->set_action(action, loops);
-}
+namespace {
+ static const int TILES_FOR_BUTTJUMP = 3;
+ static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
+ static const float SHOOTING_TIME = .150f;
+
+ /** number of idle stages, including standing */
+ static const unsigned int IDLE_STAGE_COUNT = 5;
+ /**
+ * how long to play each idle animation in milliseconds
+ * '0' means the sprite action is played once before moving onto the next
+ * animation
+ */
+ static const int IDLE_TIME[] = { 5000, 0, 2500, 0, 2500 };
+ /** idle stages */
+ static const std::string IDLE_STAGES[] =
+ { "stand",
+ "idle",
+ "stand",
+ "idle",
+ "stand" };
+
+ /** acceleration in horizontal direction when walking
+ * (all accelerations are in pixel/s^2) */
+ static const float WALK_ACCELERATION_X = 300;
+ /** acceleration in horizontal direction when running */
+ static const float RUN_ACCELERATION_X = 400;
+ /** acceleration when skidding */
+ static const float SKID_XM = 200;
+ /** time of skidding in seconds */
+ static const float SKID_TIME = .3f;
+ /** maximum walk velocity (pixel/s) */
+ static const float MAX_WALK_XM = 230;
+ /** maximum run velocity (pixel/s) */
+ static const float MAX_RUN_XM = 320;
+ /** maximum horizontal climb velocity */
+ static const float MAX_CLIMB_XM = 48;
+ /** maximum vertical climb velocity */
+ static const float MAX_CLIMB_YM = 128;
+ /** instant velocity when tux starts to walk */
+ static const float WALK_SPEED = 100;
+
+ /** time of the kick (kicking mriceblock) animation */
+ static const float KICK_TIME = .3f;
+ /** time of tux cheering (currently unused) */
+ static const float CHEER_TIME = 1.0f;
+
+ /** if Tux cannot unduck for this long, he will get hurt */
+ static const float UNDUCK_HURT_TIME = 0.25f;
+ /** gravity is higher after the jump key is released before
+ the apex of the jump is reached */
+ static const float JUMP_EARLY_APEX_FACTOR = 3.0;
+
+ static const float JUMP_GRACE_TIME = 0.25f; /**< time before hitting the ground that the jump button may be pressed (and still trigger a jump) */
-void
-TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer, Portable* grabbed_object)
-{
- if(head != NULL)
- head->draw(context, pos, layer-2);
- if(body != NULL)
- body->draw(context, pos, layer-4);
- if(arms != NULL)
- arms->draw(context, pos, layer-1 + (grabbed_object?10:0));
- if(feet != NULL)
- feet->draw(context, pos, layer-3);
+ bool no_water = true;
}
Player::Player(PlayerStatus* _player_status, const std::string& name)
: scripting_controller(0),
player_status(_player_status),
scripting_controller_old(0),
- grabbed_object(NULL), ghost_mode(false), climbing(0)
+ grabbed_object(NULL), ghost_mode(false), edit_mode(false), idle_stage(0),
+ climbing(0)
{
this->name = name;
controller = main_controller;
scripting_controller = new CodeController();
- smalltux_gameover = sprite_manager->create("images/creatures/tux_small/smalltux-gameover.sprite");
- smalltux_star = sprite_manager->create("images/creatures/tux_small/smalltux-star.sprite");
- bigtux_star = sprite_manager->create("images/creatures/tux_big/bigtux-star.sprite");
+ sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
airarrow.reset(new Surface("images/engine/hud/airarrow.png"));
+ idle_timer.start(IDLE_TIME[0]/1000.0f);
sound_manager->preload("sounds/bigjump.wav");
sound_manager->preload("sounds/jump.wav");
sound_manager->preload("sounds/hurt.wav");
sound_manager->preload("sounds/skid.wav");
sound_manager->preload("sounds/flip.wav");
- sound_manager->preload("sounds/invincible.wav");
+ sound_manager->preload("sounds/invincible_start.ogg");
sound_manager->preload("sounds/splash.ogg");
init();
Player::~Player()
{
if (climbing) stop_climbing(*climbing);
- delete smalltux_gameover;
- delete smalltux_star;
- delete bigtux_star;
+ delete sprite;
delete scripting_controller;
}
dead = false;
dying = false;
- peeking = AUTO;
+ peekingX = AUTO;
+ peekingY = AUTO;
last_ground_y = 0;
fall_mode = ON_GROUND;
jumping = false;
+ jump_early_apex = false;
can_jump = true;
- butt_jump = false;
+ wants_buttjump = false;
+ does_buttjump = false;
+ growing = false;
deactivated = false;
backflipping = false;
backflip_direction = 0;
Vector paccel = Vector(0, 0);
// draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
if (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) {
- // make every other a longer sparkle to make trail a bit fuzzy
- if (size_t(game_time*20)%2) {
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
- } else {
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
- }
+ // make every other a longer sparkle to make trail a bit fuzzy
+ if (size_t(game_time*20)%2) {
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+ } else {
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+ }
} else {
Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
}
}
}
+ if (growing) {
+ if (sprite->animation_done()) growing = false;
+ }
+
}
bool
return;
if (!on_ground())
return;
+ if (does_buttjump)
+ return;
if (adjust_height(31.8f)) {
duck = true;
+ growing = false;
unduck_hurt_timer.stop();
} else {
// FIXME: what now?
}
void
+Player::early_jump_apex() {
+ if(jump_early_apex) {
+ return;
+ }
+ jump_early_apex = true;
+ physic.set_gravity(physic.get_gravity() * JUMP_EARLY_APEX_FACTOR);
+};
+
+void
+Player::do_jump_apex() {
+ if(!jump_early_apex) {
+ return;
+ }
+ jump_early_apex = false;
+ physic.set_gravity(physic.get_gravity() / JUMP_EARLY_APEX_FACTOR);
+}
+
+void
Player::handle_vertical_input()
{
// Press jump key
- if(controller->pressed(Controller::JUMP) && (can_jump)) {
+ if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
+ if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
+ jump_button_timer.stop();
if (duck) {
// when running, only jump a little bit; else do a backflip
if ((physic.get_velocity_x() != 0) || (controller->hold(Controller::LEFT)) || (controller->hold(Controller::RIGHT))) do_jump(-300); else do_backflip();
else if(!controller->hold(Controller::JUMP)) {
if (!backflipping && jumping && physic.get_velocity_y() < 0) {
jumping = false;
- physic.set_velocity_y(0);
+ early_jump_apex();
}
}
+ if(jump_early_apex && physic.get_velocity_y() >= 0) {
+ do_jump_apex();
+ }
+
/* In case the player has pressed Down while in a certain range of air,
enable butt jump action */
- if (controller->hold(Controller::DOWN) && !butt_jump && !duck && is_big() && jumping) {
- butt_jump = true;
+ if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
+ wants_buttjump = true;
+ if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
}
/* When Down is not held anymore, disable butt jump */
- if(butt_jump && !controller->hold(Controller::DOWN))
- butt_jump = false;
+ if(!controller->hold(Controller::DOWN)) {
+ wants_buttjump = false;
+ does_buttjump = false;
+ }
// swimming
physic.set_acceleration_y(0);
/* Peeking */
if( controller->released( Controller::PEEK_LEFT ) ) {
- peeking = AUTO;
+ peekingX = AUTO;
}
if( controller->released( Controller::PEEK_RIGHT ) ) {
- peeking = AUTO;
+ peekingX = AUTO;
}
- if( controller->released( Controller::UP ) ) {
- peeking = AUTO;
+ if( controller->released( Controller::PEEK_UP ) ) {
+ peekingY = AUTO;
}
- if( controller->released( Controller::DOWN ) ) {
- peeking = AUTO;
+ if( controller->released( Controller::PEEK_DOWN ) ) {
+ peekingY = AUTO;
}
if( controller->pressed( Controller::PEEK_LEFT ) ) {
- peeking = LEFT;
+ peekingX = LEFT;
}
if( controller->pressed( Controller::PEEK_RIGHT ) ) {
- peeking = RIGHT;
+ peekingX = RIGHT;
}
- if( controller->pressed( Controller::UP ) ) {
- peeking = UP;
- }
- if( controller->pressed( Controller::DOWN ) ) {
- peeking = DOWN;
+ if(!backflipping && !jumping && on_ground()) {
+ if( controller->pressed( Controller::PEEK_UP ) ) {
+ peekingY = UP;
+ } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
+ peekingY = DOWN;
+ }
}
/* Handle horizontal movement: */
if (!backflipping) handle_horizontal_input();
/* Jump/jumping? */
- if (on_ground() && !controller->hold(Controller::JUMP))
+ if (on_ground())
can_jump = true;
/* Handle vertical movement: */
printf("can't adjust\n");
return false;
}
- if(animate)
- growing_timer.start(GROWING_TIME);
+ if(animate) {
+ growing = true;
+ sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
+ }
if (climbing) stop_climbing(*climbing);
}
+ if (type == NO_BONUS) {
+ if (does_buttjump) does_buttjump = false;
+ }
+
if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
if ((player_status->bonus == FIRE_BONUS) && (animate)) {
// visually lose helmet
context.draw_surface(airarrow.get(), Vector(px, py), LAYER_HUD - 1);
}
- TuxBodyParts* tux_body;
+ std::string sa_prefix = "";
+ std::string sa_postfix = "";
if (player_status->bonus == GROWUP_BONUS)
- tux_body = big_tux;
+ sa_prefix = "big";
else if (player_status->bonus == FIRE_BONUS)
- tux_body = fire_tux;
+ sa_prefix = "fire";
else if (player_status->bonus == ICE_BONUS)
- tux_body = ice_tux;
+ sa_prefix = "ice";
else
- tux_body = small_tux;
+ sa_prefix = "small";
- int layer = LAYER_OBJECTS + 1;
+ if(dir == LEFT)
+ sa_postfix = "-left";
+ else
+ sa_postfix = "-right";
/* Set Tux sprite action */
- if (climbing)
- {
- tux_body->set_action("skid-left");
- }
- else if (backflipping)
- {
- if(dir == LEFT)
- tux_body->set_action("backflip-left");
- else // dir == RIGHT
- tux_body->set_action("backflip-right");
- }
- else if (duck && is_big())
- {
- if(dir == LEFT)
- tux_body->set_action("duck-left");
- else // dir == RIGHT
- tux_body->set_action("duck-right");
- }
- else if (skidding_timer.started() && !skidding_timer.check())
- {
- if(dir == LEFT)
- tux_body->set_action("skid-left");
- else // dir == RIGHT
- tux_body->set_action("skid-right");
- }
- else if (kick_timer.started() && !kick_timer.check())
- {
- if(dir == LEFT)
- tux_body->set_action("kick-left");
- else // dir == RIGHT
- tux_body->set_action("kick-right");
- }
- else if (butt_jump && is_big())
- {
- if(dir == LEFT)
- tux_body->set_action("buttjump-left");
- else // dir == RIGHT
- tux_body->set_action("buttjump-right");
- }
- else if (!on_ground())
- {
- if(dir == LEFT)
- tux_body->set_action("jump-left");
- else // dir == RIGHT
- tux_body->set_action("jump-right");
- }
- else
- {
- if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
- {
- if(dir == LEFT)
- tux_body->set_action("stand-left");
- else // dir == RIGHT
- tux_body->set_action("stand-right");
- }
- else // moving
- {
- if(dir == LEFT)
- tux_body->set_action("walk-left");
- else // dir == RIGHT
- tux_body->set_action("walk-right");
- }
- }
+ if(dying) {
+ sprite->set_action("gameover");
+ }
+ else if (growing) {
+ sprite->set_action_continued("grow"+sa_postfix);
+ // while growing, do not change action
+ // do_duck() will take care of cancelling growing manually
+ // update() will take care of cancelling when growing completed
+ }
+ else if (climbing) {
+ sprite->set_action(sa_prefix+"-skid"+sa_postfix);
+ }
+ else if (backflipping) {
+ sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
+ }
+ else if (duck && is_big()) {
+ sprite->set_action(sa_prefix+"-duck"+sa_postfix);
+ }
+ else if (skidding_timer.started() && !skidding_timer.check()) {
+ sprite->set_action(sa_prefix+"-skid"+sa_postfix);
+ }
+ else if (kick_timer.started() && !kick_timer.check()) {
+ sprite->set_action(sa_prefix+"-kick"+sa_postfix);
+ }
+ else if ((wants_buttjump || does_buttjump) && is_big()) {
+ sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
+ }
+ else if (!on_ground()) {
+ sprite->set_action(sa_prefix+"-jump"+sa_postfix);
+ }
+ else {
+ if (fabsf(physic.get_velocity_x()) < 1.0f) {
+ // Determine which idle stage we're at
+ if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
+ idle_stage = 0;
+ idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
- if(idle_timer.check())
- {
- if(is_big())
- {
- if(dir == LEFT)
- tux_body->head->set_action("idle-left", 1);
- else // dir == RIGHT
- tux_body->head->set_action("idle-right", 1);
+ sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
}
+ else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
+ idle_stage++;
+ if (idle_stage >= IDLE_STAGE_COUNT)
+ idle_stage = 1;
+
+ idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
+ if (IDLE_TIME[idle_stage] == 0)
+ sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
+ else
+ sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
+ }
+ else {
+ sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
+ }
+ }
+ else {
+ sprite->set_action(sa_prefix+"-walk"+sa_postfix);
}
+ }
+
+/*
// Tux is holding something
if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
- (shooting_timer.get_timeleft() > 0 && !shooting_timer.check()))
- {
- if (duck)
- {
- if(dir == LEFT)
- tux_body->arms->set_action("duck+grab-left");
- else // dir == RIGHT
- tux_body->arms->set_action("duck+grab-right");
- }
- else
- {
- if(dir == LEFT)
- tux_body->arms->set_action("grab-left");
- else // dir == RIGHT
- tux_body->arms->set_action("grab-right");
- }
+ (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
+ if (duck) {
+ } else {
}
+ }
+*/
/* Draw Tux */
- if(dying) {
- smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1);
- }
- else if ((growing_timer.get_timeleft() > 0) && (!duck)) {
- if (dir == RIGHT) {
- context.draw_surface(growingtux_right[int((growing_timer.get_timegone() *
- GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
- } else {
- context.draw_surface(growingtux_left[int((growing_timer.get_timegone() *
- GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
- }
- }
- else if (safe_timer.started() && size_t(game_time*40)%2)
+ if (safe_timer.started() && size_t(game_time*40)%2)
; // don't draw Tux
- else
- tux_body->draw(context, get_pos(), layer, grabbed_object);
+ else {
+ sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
+ }
}
on_ground_flag = true;
floor_normal = hit.slope_normal;
+
+ // Butt Jump landed
+ if (does_buttjump) {
+ does_buttjump = false;
+ physic.set_velocity_y(-300);
+ on_ground_flag = false;
+ Sector::current()->add_object(new Particles(
+ Vector(get_bbox().p2.x, get_bbox().p2.y),
+ 270+20, 270+40,
+ Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
+ LAYER_OBJECTS+1));
+ Sector::current()->add_object(new Particles(
+ Vector(get_bbox().p1.x, get_bbox().p2.y),
+ 90-40, 90-20,
+ Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
+ LAYER_OBJECTS+1));
+ }
+
} else if(hit.top) {
if(physic.get_velocity_y() < 0)
physic.set_velocity_y(.2f);
void
Player::make_invincible()
{
- sound_manager->play("sounds/invincible.wav");
+ sound_manager->play("sounds/invincible_start.ogg");
invincible_timer.start(TUX_INVINCIBLE_TIME);
Sector::current()->play_music(HERRING_MUSIC);
}
if(!completely && (safe_timer.started() || invincible_timer.started()))
return;
+ growing = false;
+
sound_manager->play("sounds/hurt.wav");
+
if (climbing) stop_climbing(*climbing);
physic.set_velocity_x(0);
- if(!completely && (is_big() || growing_timer.started())) {
+ if(!completely && is_big()) {
if(player_status->bonus == FIRE_BONUS
|| player_status->bonus == ICE_BONUS) {
safe_timer.start(TUX_SAFE_TIME);
set_bonus(GROWUP_BONUS, true);
} else if(player_status->bonus == GROWUP_BONUS) {
- //growing_timer.start(GROWING_TIME);
safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
adjust_height(30.8f);
duck = false;
+ backflipping = false;
set_bonus(NO_BONUS, true);
} else if(player_status->bonus == NO_BONUS) {
- growing_timer.stop();
safe_timer.start(TUX_SAFE_TIME);
adjust_height(30.8f);
duck = false;
}
} else {
+
+ // do not die when in edit mode
+ if (edit_mode) {
+ set_ghost_mode(true);
+ return;
+ }
+
if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
{
for (int i = 0; i < 5; i++)
}
/* fallen out of the level? */
- if (get_pos().y > Sector::current()->get_height()) {
+ if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
kill(true);
return;
}
physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
}
+Vector
+Player::get_velocity()
+{
+ return physic.get_velocity();
+}
+
void
Player::bounce(BadGuy& )
{
}
+void
+Player::set_edit_mode(bool enable)
+{
+ edit_mode = enable;
+}
+
void
Player::start_climbing(Climbable& climbable)
{