-// $Id$
-//
// SuperTux
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-#include <config.h>
-#include <typeinfo>
-#include <cmath>
-#include <iostream>
-#include <cassert>
+#include "object/player.hpp"
-#include "gettext.hpp"
-#include "sprite/sprite_manager.hpp"
#include "audio/sound_manager.hpp"
-#include "player.hpp"
-#include "tile.hpp"
-#include "sprite/sprite.hpp"
-#include "sector.hpp"
-#include "resources.hpp"
-#include "statistics.hpp"
-#include "game_session.hpp"
-#include "object/tilemap.hpp"
+#include "badguy/badguy.hpp"
+#include "control/joystickkeyboardcontroller.hpp"
+#include "math/random_generator.hpp"
+#include "object/bullet.hpp"
#include "object/camera.hpp"
+#include "object/display_effect.hpp"
+#include "object/falling_coin.hpp"
#include "object/particles.hpp"
#include "object/portable.hpp"
-#include "object/bullet.hpp"
-#include "trigger/trigger_base.hpp"
-#include "control/joystickkeyboardcontroller.hpp"
-#include "scripting/squirrel_util.hpp"
-#include "main.hpp"
-#include "platform.hpp"
-#include "badguy/badguy.hpp"
-#include "player_status.hpp"
-#include "log.hpp"
-#include "falling_coin.hpp"
-#include "random_generator.hpp"
#include "object/sprite_particle.hpp"
+#include "scripting/squirrel_util.hpp"
+#include "supertux/game_session.hpp"
+#include "supertux/globals.hpp"
+#include "supertux/sector.hpp"
+#include "supertux/tile.hpp"
#include "trigger/climbable.hpp"
+#include <math.h>
+
+//#define SWIMMING
+
+namespace {
static const int TILES_FOR_BUTTJUMP = 3;
+static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
static const float SHOOTING_TIME = .150f;
-/// time before idle animation starts
-static const float IDLE_TIME = 2.5f;
+
+/** 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 acceleratiosn are in pixel/s^2) */
+ * (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;
static const float SKID_TIME = .3f;
/** maximum walk velocity (pixel/s) */
static const float MAX_WALK_XM = 230;
-/** maximum run velcoity (pixel/s) */
+/** maximum run velocity (pixel/s) */
static const float MAX_RUN_XM = 320;
/** maximum horizontal climb velocity */
static const float MAX_CLIMB_XM = 48;
/** instant velocity when tux starts to walk */
static const float WALK_SPEED = 100;
+/** multiplied by WALK_ACCELERATION to give friction */
+static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
+/** multiplied by WALK_ACCELERATION to give friction */
+static const float ICE_FRICTION_MULTIPLIER = 0.1f;
+static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
+
/** time of the kick (kicking mriceblock) animation */
static const float KICK_TIME = .3f;
/** time of tux cheering (currently unused) */
/** 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;
-// 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);
-}
+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)
-{
- if(head != NULL)
- head->draw(context, pos, layer-1);
- if(body != NULL)
- body->draw(context, pos, layer-3);
- if(arms != NULL)
- arms->draw(context, pos, layer+10);
- if(feet != NULL)
- feet->draw(context, pos, layer-2);
+bool no_water = true;
}
-Player::Player(PlayerStatus* _player_status, const std::string& name)
- : player_status(_player_status), grabbed_object(NULL), ghost_mode(false), climbing(0)
+Player::Player(PlayerStatus* _player_status, const std::string& name) :
+ deactivated(),
+ controller(),
+ scripting_controller(0),
+ player_status(_player_status),
+ duck(),
+ dead(),
+ dying(),
+ backflipping(),
+ backflip_direction(),
+ peekingX(),
+ peekingY(),
+ swimming(),
+ speedlimit(),
+ scripting_controller_old(0),
+ jump_early_apex(),
+ on_ice(),
+ ice_this_frame(),
+ dir(),
+ old_dir(),
+ last_ground_y(),
+ fall_mode(),
+ on_ground_flag(),
+ jumping(),
+ can_jump(),
+ jump_button_timer(),
+ wants_buttjump(),
+ does_buttjump(),
+ invincible_timer(),
+ skidding_timer(),
+ safe_timer(),
+ kick_timer(),
+ shooting_timer(),
+ dying_timer(),
+ growing(),
+ backflip_timer(),
+ physic(),
+ visible(),
+ grabbed_object(NULL),
+ sprite(),
+ airarrow(),
+ floor_normal(),
+ ghost_mode(false),
+ edit_mode(false),
+ unduck_hurt_timer(),
+ idle_timer(),
+ idle_stage(0),
+ climbing(0)
{
this->name = name;
- controller = main_controller;
- 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");
+ controller = g_main_controller;
+ scripting_controller.reset(new CodeController());
+ 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;
}
void
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;
visible = true;
swimming = false;
+ on_ice = false;
+ ice_this_frame = false;
speedlimit = 0; //no special limit
on_ground_flag = false;
this->controller = controller;
}
+void
+Player::use_scripting_controller(bool use_or_release)
+{
+ if ((use_or_release == true) && (controller != scripting_controller.get())) {
+ scripting_controller_old = get_controller();
+ set_controller(scripting_controller.get());
+ }
+ if ((use_or_release == false) && (controller == scripting_controller.get())) {
+ set_controller(scripting_controller_old);
+ scripting_controller_old = 0;
+ }
+}
+
+void
+Player::do_scripting_controller(std::string control, bool pressed)
+{
+ for(int i = 0; Controller::controlNames[i] != 0; ++i) {
+ if(control == std::string(Controller::controlNames[i])) {
+ scripting_controller->press(Controller::Control(i), pressed);
+ }
+ }
+}
+
bool
Player::adjust_height(float new_height)
{
grabbed_object = NULL;
}
+ if(!ice_this_frame && on_ground())
+ on_ice = false;
+
on_ground_flag = false;
+ ice_this_frame = false;
// when invincible, spawn particles
if (invincible_timer.started() && !dying)
Vector ppos = Vector(px, py);
Vector pspeed = Vector(0, 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));
- }
- } else {
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
- }
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
+ // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
+ (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
+ // make every other a longer sparkle to make trail a bit fuzzy
+ (size_t(game_time*20)%2) ? "small" : "medium"
+ :
+ "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
}
}
+ if (growing) {
+ if (sprite->animation_done()) growing = false;
+ }
+
}
bool
if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
physic.set_velocity_x(0);
physic.set_acceleration_x(0);
- } else if(physic.get_velocity_x() < 0) {
- physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5);
+ } else {
+ float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
+ if(physic.get_velocity_x() < 0) {
+ physic.set_acceleration_x(friction);
} else if(physic.get_velocity_x() > 0) {
- physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
+ physic.set_acceleration_x(-friction);
+ } // no friction for physic.get_velocity_x() == 0
}
}
//Check speedlimit.
if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
- vx = dirsign * speedlimit;
- ax = 0;
+ vx = dirsign * speedlimit;
+ ax = 0;
}
// changing directions?
}
}
+ if(on_ice) {
+ ax *= ICE_ACCELERATION_MULTIPLIER;
+ }
+
physic.set_velocity(vx, vy);
physic.set_acceleration(ax, ay);
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?
if (!on_ground())
return;
- // TODO: we don't have an animation for firetux backflipping, so let's revert to bigtux
- set_bonus(GROWUP_BONUS, true);
-
backflip_direction = (dir == LEFT)?(+1):(-1);
backflipping = true;
do_jump(-580);
}
void
+Player::early_jump_apex()
+{
+ if (!jump_early_apex)
+ {
+ jump_early_apex = true;
+ physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
+ }
+}
+
+void
+Player::do_jump_apex()
+{
+ if (jump_early_apex)
+ {
+ jump_early_apex = false;
+ physic.set_gravity_modifier(1.0f);
+ }
+}
+
+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();
+ if ((physic.get_velocity_x() != 0) ||
+ (controller->hold(Controller::LEFT)) ||
+ (controller->hold(Controller::RIGHT)))
+ {
+ do_jump(-300);
+ }
+ else
+ {
+ do_backflip();
+ }
} else {
// jump a bit higher if we are running; else do a normal jump
if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
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);
+#ifdef SWIMMING
if (swimming) {
if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
physic.set_acceleration_y(-2000);
physic.set_velocity_y(physic.get_velocity_y() * 0.94);
}
+#endif
}
void
}
/* Peeking */
- if( controller->released( Controller::PEEK_LEFT ) ) {
- peeking = AUTO;
- }
- if( controller->released( Controller::PEEK_RIGHT ) ) {
- peeking = AUTO;
+ if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
+ peekingX = AUTO;
}
- if( controller->released( Controller::UP ) ) {
- peeking = AUTO;
- }
- if( controller->released( Controller::DOWN ) ) {
- peeking = AUTO;
+ if( controller->released( Controller::PEEK_UP ) || 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;
- }
- if( controller->pressed( Controller::UP ) ) {
- peeking = UP;
+ peekingX = RIGHT;
}
- 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: */
if(!controller->hold(Controller::ACTION) && grabbed_object) {
// move the grabbed object a bit away from tux
Vector pos = get_pos() +
- Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
- bbox.get_height()*0.66666 - 32);
+ Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
+ bbox.get_height()*0.66666 - 32);
Rect dest(pos, pos + Vector(32, 32));
if(Sector::current()->is_free_of_movingstatics(dest)) {
MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
Player::try_grab()
{
if(controller->hold(Controller::ACTION) && !grabbed_object
- && !duck) {
- Sector* sector = Sector::current();
+ && !duck) {
+ Sector* sector = Sector::current();
Vector pos;
if(dir == LEFT) {
pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
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);
- // 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");
+ 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
- {
- if(dir == LEFT)
- tux_body->arms->set_action("grab-left");
- else // dir == RIGHT
- tux_body->arms->set_action("grab-right");
+ else {
+ sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
}
}
+ else {
+ sprite->set_action(sa_prefix+"-walk"+sa_postfix);
+ }
+ }
- /* Draw Tux */
- if(dying) {
- smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1);
+ /*
+ // Tux is holding something
+ if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
+ (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
+ if (duck) {
+ } else {
}
- 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)
+ }
+ */
+
+ /* Draw Tux */
+ if (safe_timer.started() && size_t(game_time*40)%2)
; // don't draw Tux
- else
- tux_body->draw(context, get_pos(), layer);
+ else {
+ sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
+ }
}
if(tile_attributes & Tile::HURTS)
kill(false);
+#ifdef SWIMMING
if( swimming ){
if( tile_attributes & Tile::WATER ){
no_water = false;
sound_manager->play( "sounds/splash.ogg" );
}
}
+#endif
+
+ if(tile_attributes & Tile::ICE) {
+ ice_this_frame = true;
+ on_ice = true;
+ }
}
void
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) {
+ || 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++)
{
// the numbers: starting x, starting y, velocity y
Sector::current()->add_object(new FallingCoin(get_pos() +
- Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
- systemRandom.rand(-100,100)));
+ Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
+ systemRandom.rand(-100,100)));
}
player_status->coins -= std::max(player_status->coins/10, 25);
}
dying_timer.start(3.0);
set_group(COLGROUP_DISABLED);
- DisplayEffect* effect = new DisplayEffect();
- effect->fade_out(3.0);
- Sector::current()->add_object(effect);
+ Sector::current()->effect->fade_out(3.0);
sound_manager->stop_music(3.0);
}
}
void
Player::check_bounds(Camera* camera)
{
- /* Keep tux in bounds: */
+ /* Keep tux in sector bounds: */
if (get_pos().x < 0) {
- // Lock Tux to the size of the level, so that he doesn't fall of
- // on the left side
+ // Lock Tux to the size of the level, so that he doesn't fall off
+ // the left side
set_pos(Vector(0, get_pos().y));
}
+ if (get_bbox().get_right() > Sector::current()->get_width()) {
+ // Lock Tux to the size of the level, so that he doesn't fall off
+ // the right side
+ set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
+ }
+
/* 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;
}
if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
{
set_pos(Vector(
- camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
- get_pos().y));
+ camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
+ get_pos().y));
}
}
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)
physic.set_acceleration(0, 0);
}
-
+/* EOF */