static const float KICK_TIME = .3;
+static const float UNDUCK_HURT_TIME = 0.25; /**< if Tux cannot unduck for this long, he will get hurt */
+
// growing animation
Surface* growingtux_left[GROWING_FRAMES];
Surface* growingtux_right[GROWING_FRAMES];
}
Player::Player(PlayerStatus* _player_status)
- : player_status(_player_status), grabbed_object(0)
+ : player_status(_player_status), grabbed_object(NULL), ghost_mode(false)
{
controller = main_controller;
smalltux_gameover = sprite_manager->create("images/creatures/tux_small/smalltux-gameover.sprite");
Player::init()
{
if(is_big())
- bbox.set_size(31.8, 62.8);
+ set_size(31.8, 62.8);
else
- bbox.set_size(31.8, 30.8);
- adjust_height = 0;
+ set_size(31.8, 30.8);
dir = RIGHT;
old_dir = dir;
visible = true;
on_ground_flag = false;
- grabbed_object = 0;
+ grabbed_object = NULL;
floor_normal = Vector(0,-1);
this->controller = controller;
}
+bool
+Player::adjust_height(float new_height)
+{
+ Rect bbox2 = bbox;
+ bbox2.move(Vector(0, bbox.get_height() - new_height));
+ bbox2.set_height(new_height);
+ if (!Sector::current()->is_free_space(bbox2)) return false;
+ // adjust bbox accordingly
+ // note that we use members of moving_object for this, so we can run this during CD, too
+ set_pos(bbox2.p1);
+ set_size(bbox2.get_width(), bbox2.get_height());
+ return true;
+}
+
void
Player::update(float elapsed_time)
{
return;
}
- if(adjust_height != 0) {
- bbox.move(Vector(0, bbox.get_height() - adjust_height));
- bbox.set_height(adjust_height);
- adjust_height = 0;
- }
-
if(!dying && !deactivated)
handle_input();
movement = physic.get_movement(elapsed_time);
- if(grabbed_object != 0 && !dying ) {
+ if(grabbed_object != NULL && !dying) {
Vector pos = get_pos() +
- Vector(dir == LEFT ? -16 : 16,
- bbox.get_height()*0.66666 - 32);
+ Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32);
grabbed_object->grab(*this, pos, dir);
}
- if(grabbed_object != 0 && dying){
+ if(grabbed_object != NULL && dying){
grabbed_object->ungrab(*this, dir);
+ grabbed_object = NULL;
}
on_ground_flag = false;
// dust some particles
Sector::current()->add_object(
new Particles(
- Vector(dir == RIGHT ? bbox.p2.x : bbox.p1.x, bbox.p2.y),
+ Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8,
LAYER_OBJECTS+1));
// we get slower when not pressing any keys
if(dirsign == 0) {
- if(fabs(vx) < WALK_SPEED) {
+ if ((on_ground()) && (fabs(vx) < WALK_SPEED)) {
vx = 0;
ax = 0;
} else if(vx < 0) {
// extend/shrink tux collision rectangle so that we fall through/walk over 1
// tile holes
if(fabsf(vx) > MAX_WALK_XM) {
- bbox.set_width(34);
+ set_width(34);
} else {
- bbox.set_width(31.8);
+ set_width(31.8);
}
// on downward slopes, adjust vertical velocity to match slope angle
void
Player::handle_input()
{
+ if (ghost_mode) {
+ handle_input_ghost();
+ return;
+ }
+
if(!controller->hold(Controller::ACTION) && grabbed_object) {
// move the grabbed object a bit away from tux
Vector pos = get_pos() +
log_debug << "Non MovingObjetc grabbed?!?" << std::endl;
}
grabbed_object->ungrab(*this, dir);
- grabbed_object = 0;
+ grabbed_object = NULL;
}
}
/* Duck! */
if (controller->hold(Controller::DOWN) && is_big() && !duck
&& physic.get_velocity_y() == 0 && on_ground()) {
- duck = true;
- bbox.move(Vector(0, 32));
- bbox.set_height(31.8);
- } else if(!controller->hold(Controller::DOWN) && is_big() && duck) {
- // if we have some velocity left then check if there is space for
- // unducking
- bbox.move(Vector(0, -32));
- bbox.set_height(63.8);
- if(Sector::current()->is_free_space(bbox) || (
- physic.get_velocity_x() > -.01 && physic.get_velocity_x() < .01
- && physic.get_velocity_y() > -.01 && physic.get_velocity_y() < .01))
- {
+ if (adjust_height(31.8)) {
+ duck = true;
+ unduck_hurt_timer.stop();
+ } else {
+ // FIXME: what now?
+ }
+ }
+ /* Unduck! */
+ else if(!controller->hold(Controller::DOWN) && is_big() && duck) {
+ if (adjust_height(63.8)) {
duck = false;
+ unduck_hurt_timer.stop();
} else {
- // undo the ducking changes
- bbox.move(Vector(0, 32));
- bbox.set_height(31.8);
+ // if timer is not already running, start it.
+ if (unduck_hurt_timer.get_period() == 0) {
+ unduck_hurt_timer.start(UNDUCK_HURT_TIME);
+ }
+ else if (unduck_hurt_timer.check()) {
+ kill(false);
+ }
}
}
}
void
+Player::handle_input_ghost()
+{
+ float vx = 0;
+ float vy = 0;
+ if (controller->hold(Controller::LEFT)) vx -= MAX_RUN_XM;
+ if (controller->hold(Controller::RIGHT)) vx += MAX_RUN_XM;
+ if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) vy += MAX_RUN_XM;
+ if (controller->hold(Controller::DOWN)) vy -= MAX_RUN_XM;
+ if (controller->hold(Controller::ACTION)) set_ghost_mode(false);
+ physic.set_velocity(vx, vy);
+ physic.set_acceleration(0, 0);
+}
+
+void
Player::add_coins(int count)
{
player_status->add_coins(count);
Player::set_bonus(BonusType type, bool animate)
{
if(player_status->bonus == NO_BONUS) {
- adjust_height = 62.8;
+ if (!adjust_height(62.8)) return;
if(animate)
growing_timer.start(GROWING_TIME);
}
/* Draw Tux */
if(dying) {
smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1);
- } else if(growing_timer.get_timeleft() > 0) {
+ }
+ 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() - Vector(0, 32), layer);
+ GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
} else {
context.draw_surface(growingtux_left[int((growing_timer.get_timegone() *
- GROWING_FRAMES) / GROWING_TIME)], get_pos() - Vector(0, 32), layer);
+ GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
}
}
else if (safe_timer.started() && size_t(game_time*40)%2)
if(other.get_flags() & FLAG_PORTABLE) {
Portable* portable = dynamic_cast<Portable*> (&other);
- if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
+ assert(portable != NULL);
+ if(portable && grabbed_object == NULL
+ && controller->hold(Controller::ACTION)
&& fabsf(hit.normal.x) > .9) {
grabbed_object = portable;
+ grabbed_object->grab(*this, get_pos(), dir);
return CONTINUE;
}
}
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
if(badguy != NULL) {
- if(safe_timer.started())
+ if(safe_timer.started() || invincible_timer.started())
return FORCE_MOVE;
return CONTINUE;
if(dying || deactivated)
return;
- if(!completely &&
- (safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0))
+ if(!completely && safe_timer.started() || invincible_timer.started())
return;
sound_manager->play("sounds/hurt.wav");
} else {
//growing_timer.start(GROWING_TIME);
safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
- adjust_height = 30.8;
+ adjust_height(30.8);
duck = false;
set_bonus(NO_BONUS);
}
void
Player::move(const Vector& vector)
{
- bbox.set_pos(vector);
+ set_pos(vector);
+
+ // TODO: do we need the following? Seems irrelevant to moving the player
if(is_big())
- bbox.set_size(31.8, 63.8);
+ set_size(31.8, 63.8);
else
- bbox.set_size(31.8, 31.8);
+ set_size(31.8, 31.8);
duck = false;
last_ground_y = vector.y;
if (get_pos().x < 0) {
// Lock Tux to the size of the level, so that he doesn't fall of
// on the left side
- bbox.set_pos(Vector(0, get_pos().y));
+ set_pos(Vector(0, get_pos().y));
}
/* Keep in-bounds, vertically: */
bool adjust = false;
// can happen if back scrolling is disabled
if(get_pos().x < camera->get_translation().x) {
- bbox.set_pos(Vector(camera->get_translation().x, get_pos().y));
+ set_pos(Vector(camera->get_translation().x, get_pos().y));
adjust = true;
}
if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
{
- bbox.set_pos(Vector(
+ set_pos(Vector(
camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
get_pos().y));
adjust = true;
}
void
+Player::add_velocity(const Vector& velocity, const Vector& end_speed)
+{
+ if (end_speed.x > 0) physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
+ if (end_speed.x < 0) physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
+ if (end_speed.y > 0) physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
+ if (end_speed.y < 0) physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
+}
+
+void
Player::bounce(BadGuy& )
{
if(controller->hold(Controller::JUMP))
physic.set_velocity_x(speed);
}
+void
+Player::set_ghost_mode(bool enable)
+{
+ if (ghost_mode == enable) return;
+ if (enable) {
+ ghost_mode = true;
+ set_group(COLGROUP_DISABLED);
+ physic.enable_gravity(false);
+ log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
+ } else {
+ ghost_mode = false;
+ set_group(COLGROUP_MOVING);
+ physic.enable_gravity(true);
+ log_debug << "You feel solid again." << std::endl;
+ }
+}
+