// $Id$
//
-// SuperTux - A Jump'n Run
-// Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
+// SuperTux
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
#include "sprite/sprite.hpp"
#include "sector.hpp"
#include "resources.hpp"
-#include "video/screen.hpp"
#include "statistics.hpp"
#include "game_session.hpp"
#include "object/tilemap.hpp"
#include "object/bullet.hpp"
#include "trigger/trigger_base.hpp"
#include "control/joystickkeyboardcontroller.hpp"
-#include "scripting/wrapper_util.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"
static const int TILES_FOR_BUTTJUMP = 3;
static const float SHOOTING_TIME = .150;
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];
if(body != NULL)
body->draw(context, pos, layer-3);
if(arms != NULL)
- arms->draw(context, pos, layer);
+ arms->draw(context, pos, layer+10);
if(feet != NULL)
feet->draw(context, pos, layer-2);
}
-FallingCoin::FallingCoin(const Vector& start_position, const int vel_x)
-{
- pos = start_position;
- sprite = sprite_manager->create("images/objects/coin/coin.sprite");
- physic.set_velocity_y(800);
- physic.set_velocity_x(vel_x);
-}
-
-FallingCoin::~FallingCoin()
-{
- delete sprite;
-}
-
-void
-FallingCoin::draw(DrawingContext& context)
-{
- sprite->draw(context, pos, LAYER_OBJECTS + 5);
-}
-
-void
-FallingCoin::update(float elapsed_time)
-{
- pos += physic.get_movement(elapsed_time);
- if (pos.y > SCREEN_HEIGHT)
- remove_me();
-}
-
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");
smalltux_star = sprite_manager->create("images/creatures/tux_small/smalltux-star.sprite");
bigtux_star = sprite_manager->create("images/creatures/tux_big/bigtux-star.sprite");
+ sound_manager->preload("sounds/bigjump.wav");
+ sound_manager->preload("sounds/jump.wav");
+ sound_manager->preload("sounds/hurt.wav");
+ sound_manager->preload("sounds/skid.wav");
+
init();
}
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);
}
void
-Player::expose(HSQUIRRELVM vm, int table_idx)
+Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
{
Scripting::Player* interface = static_cast<Scripting::Player*> (this);
- expose_object(vm, table_idx, interface, "Tux", false);
+ Scripting::expose_object(vm, table_idx, interface, "Tux", false);
}
void
-Player::unexpose(HSQUIRRELVM vm, int table_idx)
+Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
{
Scripting::unexpose_object(vm, table_idx, "Tux");
}
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(!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);
- Rect dest(pos, pos + Vector(32, 32));
- if(Sector::current()->is_free_space(dest)) {
- MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
- if(moving_object) {
- moving_object->set_pos(pos);
- } else {
- log_debug << "Non MovingObjetc grabbed?!?" << std::endl;
- }
- grabbed_object->ungrab(*this, dir);
- grabbed_object = 0;
- }
- }
-
if(!dying && !deactivated)
handle_input();
movement = physic.get_movement(elapsed_time);
-#if 0
- // special exception for cases where we're stuck under tiles after
- // being ducked. In this case we drift out
- if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
- && collision_object_map(base)) {
- base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
- previous_base = old_base = base;
- }
-#endif
-
- if(grabbed_object != 0) {
+ 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 != 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() +
+ 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_space(dest)) {
+ MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
+ if(moving_object) {
+ moving_object->set_pos(pos);
+ } else {
+ log_debug << "Non MovingObjetc grabbed?!?" << std::endl;
+ }
+ grabbed_object->ungrab(*this, dir);
+ grabbed_object = NULL;
+ }
+ }
+
/* Handle horizontal movement: */
if (!backflipping) handle_horizontal_input();
else {
/* 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::set_bonus(BonusType type, bool animate)
+Player::handle_input_ghost()
{
- if(player_status->bonus >= type)
+ 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);
+}
+
+void
+Player::add_bonus(const std::string& bonustype)
+{
+ if(bonustype == "grow") {
+ add_bonus(GROWUP_BONUS);
+ } else if(bonustype == "fireflower") {
+ add_bonus(FIRE_BONUS);
+ } else if(bonustype == "iceflower") {
+ add_bonus(ICE_BONUS);
+ } else if(bonustype == "none") {
+ add_bonus(NO_BONUS);
+ } else {
+ std::ostringstream msg;
+ msg << "Unknown bonus type " << bonustype;
+ throw std::runtime_error(msg.str());
+ }
+}
+
+void
+Player::add_bonus(BonusType type, bool animate)
+{
+ // always ignore NO_BONUS
+ if (type == NO_BONUS) {
return;
-
+ }
+
+ // ignore GROWUP_BONUS if we're already big
+ if (type == GROWUP_BONUS) {
+ if (player_status->bonus == GROWUP_BONUS) return;
+ if (player_status->bonus == FIRE_BONUS) return;
+ if (player_status->bonus == ICE_BONUS) return;
+ }
+
+ set_bonus(type, animate);
+}
+
+void
+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);
}
-
+
+ if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
+ player_status->max_fire_bullets = 0;
+ player_status->max_ice_bullets = 0;
+ }
+ if (type == FIRE_BONUS) player_status->max_fire_bullets++;
+ if (type == ICE_BONUS) player_status->max_ice_bullets++;
+
player_status->bonus = type;
}
else
tux_body = small_tux;
- int layer = LAYER_OBJECTS + 10;
+ int layer = LAYER_OBJECTS + 1;
/* Set Tux sprite action */
if (duck && is_big())
/* Draw Tux */
if(dying) {
- smalltux_gameover->draw(context, get_pos(), layer);
- } else if(growing_timer.get_timeleft() > 0) {
+ 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() - 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)
Player::collision_tile(uint32_t tile_attributes)
{
if(tile_attributes & Tile::HURTS)
- kill(SHRINK);
+ kill(false);
}
HitResponse
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;
/* Kill Player! */
void
-Player::kill(HurtMode mode)
+Player::kill(bool completely)
{
if(dying || deactivated)
return;
- if(mode != KILL &&
- (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");
physic.set_velocity_x(0);
- if (mode == SHRINK && is_big())
- {
- if (player_status->bonus == FIRE_BONUS
- || player_status->bonus == ICE_BONUS)
- {
- safe_timer.start(TUX_SAFE_TIME);
- player_status->bonus = GROWUP_BONUS;
- }
- else
- {
- //growing_timer.start(GROWING_TIME);
- safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
- adjust_height = 30.8;
- duck = false;
- player_status->bonus = NO_BONUS;
- }
+ 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);
+ } else {
+ //growing_timer.start(GROWING_TIME);
+ safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
+ adjust_height(30.8);
+ duck = false;
+ set_bonus(NO_BONUS);
}
- else
+ } else {
+ for (int i = 0; (i < 5) && (i < player_status->coins); i++)
{
- srand(time(0));
- int i;
- for (i = 0; (i < 5) && (i < player_status->coins); i++)
- {
- // the numbers: starting x, starting y, velocity y
- Sector::current()->add_object(new FallingCoin(get_pos() + Vector(rand()%5, rand()%50 - 32), rand()%200 - 100));
- }
- physic.enable_gravity(true);
- physic.set_acceleration(0, 0);
- physic.set_velocity(0, 700);
- player_status->coins -= 25;
- player_status->bonus = NO_BONUS;
- dying = true;
- dying_timer.start(3.0);
- set_group(COLGROUP_DISABLED);
-
- DisplayEffect* effect = new DisplayEffect();
- effect->fade_out(3.0);
- Sector::current()->add_object(effect);
- sound_manager->stop_music(3.0);
+ // 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)));
}
+ physic.enable_gravity(true);
+ physic.set_acceleration(0, 0);
+ physic.set_velocity(0, 700);
+ player_status->coins -= 25;
+ set_bonus(NO_BONUS);
+ dying = true;
+ dying_timer.start(3.0);
+ set_group(COLGROUP_DISABLED);
+
+ DisplayEffect* effect = new DisplayEffect();
+ effect->fade_out(3.0);
+ Sector::current()->add_object(effect);
+ sound_manager->stop_music(3.0);
+ }
}
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;
Player::check_bounds(Camera* camera)
{
/* Keep tux in 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
- bbox.set_pos(Vector(0, get_pos().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
+ set_pos(Vector(0, get_pos().y));
+ }
/* Keep in-bounds, vertically: */
- if (get_pos().y > Sector::current()->solids->get_height() * 32)
- {
- kill(KILL);
- return;
- }
+ if (get_pos().y > Sector::current()->solids->get_height() * 32) {
+ kill(true);
+ return;
+ }
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))
deactivated = true;
physic.set_velocity_x(0);
physic.set_velocity_y(0);
+ physic.set_acceleration_x(0);
+ physic.set_acceleration_y(0);
}
void
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;
+ }
+}
+