// $Id$
//
-// 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/camera.hpp"
-#include "object/gameobjs.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 "trigger/climbable.hpp"
+
+//#define SWIMMING
static const int TILES_FOR_BUTTJUMP = 3;
-static const float SHOOTING_TIME = .150;
+static const float SHOOTING_TIME = .150f;
/// time before idle animation starts
-static const float IDLE_TIME = 2.5;
+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;
-static const float SKID_TIME = .3;
+/** 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];
TuxBodyParts* fire_tux = 0;
TuxBodyParts* ice_tux = 0;
+namespace{
+ bool no_water = true;
+}
void
TuxBodyParts::set_action(std::string action, int loops)
{
}
void
-TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
+TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer, Portable* grabbed_object)
{
if(head != NULL)
- head->draw(context, pos, layer-1);
+ head->draw(context, pos, layer-2);
if(body != NULL)
- body->draw(context, pos, layer-3);
+ body->draw(context, pos, layer-4);
if(arms != NULL)
- arms->draw(context, pos, layer);
+ arms->draw(context, pos, layer-1 + (grabbed_object?10:0));
if(feet != NULL)
- feet->draw(context, pos, layer-2);
+ feet->draw(context, pos, layer-3);
}
-Player::Player(PlayerStatus* _player_status)
- : player_status(_player_status), grabbed_object(0)
+Player::Player(PlayerStatus* _player_status, const std::string& name)
+ : player_status(_player_status), grabbed_object(NULL), ghost_mode(false), climbing(0)
{
+ this->name = name;
controller = main_controller;
- smalltux_gameover = sprite_manager->create("smalltux-gameover");
- smalltux_star = sprite_manager->create("smalltux-star");
- bigtux_star = sprite_manager->create("bigtux-star");
+ 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");
+ airarrow.reset(new Surface("images/engine/hud/airarrow.png"));
+
+ 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/splash.ogg");
+
init();
}
Player::~Player()
{
+ if (climbing) stop_climbing(*climbing);
delete smalltux_gameover;
delete smalltux_star;
delete bigtux_star;
Player::init()
{
if(is_big())
- bbox.set_size(31.8, 63.8);
+ set_size(31.8f, 62.8f);
else
- bbox.set_size(31.8, 31.8);
+ set_size(31.8f, 30.8f);
dir = RIGHT;
old_dir = dir;
dead = false;
dying = false;
+ peeking = AUTO;
last_ground_y = 0;
fall_mode = ON_GROUND;
jumping = false;
deactivated = false;
backflipping = false;
backflip_direction = 0;
-
+ visible = true;
+ swimming = false;
+ speedlimit = 0; //no special limit
+
on_ground_flag = false;
- grabbed_object = 0;
+ grabbed_object = NULL;
+
+ climbing = 0;
physic.reset();
}
void
+Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+ if (name.empty())
+ return;
+
+ Scripting::expose_object(vm, table_idx, dynamic_cast<Scripting::Player *>(this), name, false);
+}
+
+void
+Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+ if (name.empty())
+ return;
+
+ Scripting::unexpose_object(vm, table_idx, name);
+}
+
+float
+Player::get_speedlimit()
+{
+ return speedlimit;
+}
+
+void
+Player::set_speedlimit(float newlimit)
+{
+ speedlimit=newlimit;
+}
+
+void
Player::set_controller(Controller* controller)
{
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(new_height > bbox.get_height()) {
+ Rect additional_space = bbox2;
+ additional_space.set_height(new_height - bbox.get_height());
+ if(!Sector::current()->is_free_of_statics(additional_space, this, true))
+ 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::trigger_sequence(std::string sequence_name)
+{
+ if (climbing) stop_climbing(*climbing);
+ GameSession::current()->start_sequence(sequence_name);
+}
+
void
Player::update(float elapsed_time)
{
+ if( no_water ){
+ swimming = false;
+ }
+ no_water = true;
+
if(dying && dying_timer.check()) {
dead = true;
return;
}
- if(!controller->hold(Controller::ACTION) && grabbed_object) {
- grabbed_object = 0;
- // move the grabbed object a bit away from tux
- Vector pos = get_pos() +
- Vector(dir == LEFT ? -bbox.get_width() : bbox.get_width(),
- bbox.get_height()*0.66666 - 32);
- MovingObject* object = dynamic_cast<MovingObject*> (grabbed_object);
- if(object) {
- object->set_pos(pos);
- } else {
-#ifdef DEBUG
- std::cout << "Non MovingObjetc grabbed?!?\n";
-#endif
+ if(!dying && !deactivated)
+ handle_input();
+
+ // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
+ if (deactivated)
+ apply_friction();
+
+ // extend/shrink tux collision rectangle so that we fall through/walk over 1
+ // tile holes
+ if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
+ set_width(34);
+ } else {
+ set_width(31.8f);
+ }
+
+ // on downward slopes, adjust vertical velocity so tux walks smoothly down
+ if (on_ground()) {
+ if(floor_normal.y != 0) {
+ if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
+ physic.set_velocity_y(250);
+ }
}
}
- if(!dying && !deactivated)
- handle_input();
+ // handle backflipping
+ if (backflipping) {
+ //prevent player from changing direction when backflipping
+ dir = (backflip_direction == 1) ? LEFT : RIGHT;
+ if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
+ }
+
+ // set fall mode...
+ if(on_ground()) {
+ fall_mode = ON_GROUND;
+ last_ground_y = get_pos().y;
+ } else {
+ if(get_pos().y > last_ground_y)
+ fall_mode = FALLING;
+ else if(fall_mode == ON_GROUND)
+ fall_mode = JUMPING;
+ }
+
+ // check if we landed
+ if(on_ground()) {
+ jumping = false;
+ if (backflipping && (!backflip_timer.started())) {
+ backflipping = false;
+ backflip_direction = 0;
+
+ // if controls are currently deactivated, we take care of standing up ourselves
+ if (deactivated)
+ do_standup();
+ }
+ }
+ // calculate movement for this frame
movement = physic.get_movement(elapsed_time);
- on_ground_flag = false;
-#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;
+ if(grabbed_object != NULL && !dying) {
+ Vector pos = get_pos() +
+ Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32);
+ grabbed_object->grab(*this, pos, dir);
}
-#endif
- if(grabbed_object != 0) {
- Vector pos = get_pos() +
- Vector(dir == LEFT ? -16 : 16,
- bbox.get_height()*0.66666 - 32);
- grabbed_object->grab(*this, pos);
+ if(grabbed_object != NULL && dying){
+ grabbed_object->ungrab(*this, dir);
+ grabbed_object = NULL;
}
+
+ on_ground_flag = false;
+
+ // when invincible, spawn particles
+ if (invincible_timer.started() && !dying)
+ {
+ if (systemRandom.rand(0, 2) == 0) {
+ float px = systemRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
+ float py = systemRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
+ 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));
+ }
+ }
+ }
+
}
bool
}
void
+Player::apply_friction()
+{
+ 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 if(physic.get_velocity_x() > 0) {
+ physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
+ }
+}
+
+void
Player::handle_horizontal_input()
{
float vx = physic.get_velocity_x();
}
}
- if (!controller->hold(Controller::ACTION)) {
+ // do not run if action key is pressed or we're holding something
+ // so tux can only walk while shooting
+ if ( controller->hold(Controller::ACTION) || grabbed_object ) {
ax = dirsign * WALK_ACCELERATION_X;
// limit speed
if(vx >= MAX_WALK_XM && dirsign > 0) {
ax = 0;
}
} else {
- ax = dirsign * RUN_ACCELERATION_X;
+ if( vx * dirsign < MAX_WALK_XM ) {
+ ax = dirsign * WALK_ACCELERATION_X;
+ } else {
+ ax = dirsign * RUN_ACCELERATION_X;
+ }
// limit speed
if(vx >= MAX_RUN_XM && dirsign > 0) {
vx = MAX_RUN_XM;
vx = dirsign * WALK_SPEED;
}
+ //Check speedlimit.
+ if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
+ vx = dirsign * speedlimit;
+ ax = 0;
+ }
+
// changing directions?
if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
// let's skid!
// dust some particles
Sector::current()->add_object(
new Particles(
- Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0),
- 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(0,0.030), 3, Color(100,100,100), 3, .8,
+ Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
LAYER_OBJECTS+1));
-
+
ax *= 2.5;
} else {
ax *= 2;
}
}
+ physic.set_velocity(vx, vy);
+ physic.set_acceleration(ax, ay);
+
// we get slower when not pressing any keys
if(dirsign == 0) {
- if(fabs(vx) < WALK_SPEED) {
- vx = 0;
- ax = 0;
- } else if(vx < 0) {
- ax = WALK_ACCELERATION_X * 1.5;
- } else {
- ax = WALK_ACCELERATION_X * -1.5;
- }
+ apply_friction();
}
-#if 0
- // if we're on ice slow down acceleration or deceleration
- if (isice(base.x, base.y + base.height))
- {
- /* the acceleration/deceleration rate on ice is inversely proportional to
- * the current velocity.
- */
+}
- // increasing 1 will increase acceleration/deceleration rate
- // decreasing 1 will decrease acceleration/deceleration rate
- // must stay above zero, though
- if (ax != 0) ax *= 1 / fabs(vx);
- }
-#endif
+void
+Player::do_cheer()
+{
+ do_duck();
+ do_backflip();
+ do_standup();
+}
- // extend/shrink tux collision rectangle so that we fall through/walk over 1
- // tile holes
- if(fabsf(vx) > MAX_WALK_XM) {
- bbox.set_width(33);
+void
+Player::do_duck() {
+ if (duck)
+ return;
+ if (!is_big())
+ return;
+
+ if (physic.get_velocity_y() != 0)
+ return;
+ if (!on_ground())
+ return;
+
+ if (adjust_height(31.8f)) {
+ duck = true;
+ unduck_hurt_timer.stop();
} else {
- bbox.set_width(31.8);
+ // FIXME: what now?
}
-
- physic.set_velocity(vx, vy);
- physic.set_acceleration(ax, ay);
}
void
-Player::handle_vertical_input()
-{
- // set fall mode...
- if(on_ground()) {
- fall_mode = ON_GROUND;
- last_ground_y = get_pos().y;
+Player::do_standup() {
+ if (!duck)
+ return;
+ if (!is_big())
+ return;
+ if (backflipping)
+ return;
+
+ if (adjust_height(63.8f)) {
+ duck = false;
+ unduck_hurt_timer.stop();
} else {
- if(get_pos().y > last_ground_y)
- fall_mode = FALLING;
- else if(fall_mode == ON_GROUND)
- fall_mode = JUMPING;
+ // 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);
+ }
}
- if(on_ground()) { /* Make sure jumping is off. */
- jumping = false;
- if (backflipping) {
- backflipping = false;
- backflip_direction = 0;
- }
+}
+
+void
+Player::do_backflip() {
+ if (!duck)
+ return;
+ 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);
+ sound_manager->play("sounds/flip.wav");
+ backflip_timer.start(0.15f);
+}
+
+void
+Player::do_jump(float yspeed) {
+ if (!on_ground())
+ return;
+
+ physic.set_velocity_y(yspeed);
+ //bbox.move(Vector(0, -1));
+ jumping = true;
+ on_ground_flag = false;
+ can_jump = false;
+
+ // play sound
+ if (is_big()) {
+ sound_manager->play("sounds/bigjump.wav");
+ } else {
+ sound_manager->play("sounds/jump.wav");
}
+}
+void
+Player::handle_vertical_input()
+{
// Press jump key
- if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
- if (duck) {
- if (physic.get_velocity_x() != 0) // only jump a little bit when running ducked
- physic.set_velocity_y(300);
- else { //do a backflip
- backflipping = true;
- physic.set_velocity_y(580);
- backflip_timer.start(0.15);
- }
+ if(controller->pressed(Controller::JUMP) && (can_jump)) {
+ 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 {
+ // 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 (fabs(physic.get_velocity_x()) > MAX_WALK_XM) // jump higher if we are running
- physic.set_velocity_y(580);
- else
- physic.set_velocity_y(520);
-
- //bbox.move(Vector(0, -1));
- jumping = true;
- can_jump = false;
- if (is_big())
- sound_manager->play("sounds/bigjump.wav");
- else
- sound_manager->play("sounds/jump.wav");
- } else if(!controller->hold(Controller::JUMP)) { // Let go of jump key
- if (!backflipping && jumping && physic.get_velocity_y() > 0) {
+ }
+ // Let go of jump key
+ else if(!controller->hold(Controller::JUMP)) {
+ if (!backflipping && jumping && physic.get_velocity_y() < 0) {
jumping = false;
physic.set_velocity_y(0);
}
/* 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)
- //if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
+ if (controller->hold(Controller::DOWN) && !butt_jump && !duck && is_big() && jumping) {
butt_jump = true;
-
+ }
+
/* When Down is not held anymore, disable butt jump */
if(butt_jump && !controller->hold(Controller::DOWN))
butt_jump = false;
-
-#if 0
- // Do butt jump
- if (butt_jump && on_ground() && is_big()) {
- // Add a smoke cloud
- if (duck)
- Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
- else
- Sector::current()->add_smoke_cloud(
- Vector(get_pos().x - 32, get_pos().y + 32));
-
- butt_jump = false;
-
- // Break bricks beneath Tux
- if(Sector::current()->trybreakbrick(
- Vector(base.x + 1, base.y + base.height), false)
- || Sector::current()->trybreakbrick(
- Vector(base.x + base.width - 1, base.y + base.height), false)) {
- physic.set_velocity_y(2);
- butt_jump = true;
- }
-
- // Kill nearby badguys
- std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
- for (std::vector<GameObject*>::iterator i = gameobjects.begin();
- i != gameobjects.end();
- i++) {
- BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
- if(badguy) {
- // don't kill when badguys are already dying or in a certain mode
- if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
- badguy->mode != BadGuy::BOMB_EXPLODE) {
- if (fabsf(base.x - badguy->base.x) < 96 &&
- fabsf(base.y - badguy->base.y) < 64)
- badguy->kill_me(25);
- }
- }
- }
- }
-#endif
- /** jumping is only allowed if we're about to touch ground soon and if the
- * button has been up in between the last jump
- */
- // FIXME
-#if 0
- if ( (issolid(get_pos().x + bbox.get_width() / 2,
- get_pos().y + bbox.get_height() + 64) ||
- issolid(get_pos().x + 1, get_pos().y + bbox.get_height() + 64) ||
- issolid(get_pos().x + bbox.get_width() - 1,
- get_pos().y + bbox.get_height() + 64))
- && jumping == false
- && can_jump == false
- && input.jump && !input.old_jump)
- {
- can_jump = true;
- }
+ // 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
Player::handle_input()
{
- /* Handle horizontal movement: */
- if (!backflipping) handle_horizontal_input();
- else {
- if (backflip_direction == 0) {
- dir == LEFT ? backflip_direction = 1 : backflip_direction = -1;
- }
- else backflip_direction == 1 ? dir = LEFT : dir = RIGHT; //prevent player from changing direction when backflipping
- if (backflip_timer.check()) physic.set_velocity_x(100 * backflip_direction);
+ if (ghost_mode) {
+ handle_input_ghost();
+ return;
+ }
+ if (climbing) {
+ handle_input_climbing();
+ return;
}
+ /* Peeking */
+ if( controller->released( Controller::PEEK_LEFT ) ) {
+ peeking = AUTO;
+ }
+ if( controller->released( Controller::PEEK_RIGHT ) ) {
+ peeking = AUTO;
+ }
+ if( controller->released( Controller::UP ) ) {
+ peeking = AUTO;
+ }
+ if( controller->released( Controller::DOWN ) ) {
+ peeking = AUTO;
+ }
+ if( controller->pressed( Controller::PEEK_LEFT ) ) {
+ peeking = LEFT;
+ }
+ if( controller->pressed( Controller::PEEK_RIGHT ) ) {
+ peeking = RIGHT;
+ }
+ if( controller->pressed( Controller::UP ) ) {
+ peeking = UP;
+ }
+ if( controller->pressed( Controller::DOWN ) ) {
+ peeking = DOWN;
+ }
+
+ /* Handle horizontal movement: */
+ if (!backflipping) handle_horizontal_input();
/* Jump/jumping? */
if (on_ground() && !controller->hold(Controller::JUMP))
can_jump = true;
+
+ /* Handle vertical movement: */
handle_vertical_input();
/* Shoot! */
- if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) {
+ if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
if(Sector::current()->add_bullet(
- get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
+ get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
: Vector(32, bbox.get_height()/2)),
physic.get_velocity_x(), dir))
shooting_timer.start(SHOOTING_TIME);
}
-
- /* 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) {
- // try if we can really unduck
- bbox.move(Vector(0, -32));
- bbox.set_height(63.8);
- duck = false;
- // FIXME
-#if 0
- // when unducking in air we need some space to do so
- if(on_ground() || !collision_object_map(bbox)) {
- duck = false;
+
+ /* Duck or Standup! */
+ if (controller->hold(Controller::DOWN)) {
+ do_duck();
+ } else {
+ do_standup();
+ }
+
+ /* grabbing */
+ try_grab();
+
+ 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_of_movingstatics(dest)) {
+ MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
+ if(moving_object) {
+ moving_object->set_pos(pos);
+ } else {
+ log_debug << "Non MovingObject grabbed?!?" << std::endl;
+ }
+ if(controller->hold(Controller::UP)) {
+ grabbed_object->ungrab(*this, UP);
+ } else {
+ grabbed_object->ungrab(*this, dir);
+ }
+ grabbed_object = NULL;
+ }
+ }
+}
+
+void
+Player::try_grab()
+{
+ if(controller->hold(Controller::ACTION) && !grabbed_object
+ && !duck) {
+ Sector* sector = Sector::current();
+ Vector pos;
+ if(dir == LEFT) {
+ pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
} else {
- // undo the ducking changes
- bbox.move(Vector(0, 32));
- bbox.set_height(31.8);
+ pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
}
-#endif
+
+ for(Sector::Portables::iterator i = sector->portables.begin();
+ i != sector->portables.end(); ++i) {
+ Portable* portable = *i;
+ if(!portable->is_portable())
+ continue;
+
+ // make sure the Portable is a MovingObject
+ MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
+ assert(moving_object);
+ if(moving_object == NULL)
+ continue;
+
+ // make sure the Portable isn't currently non-solid
+ if(moving_object->get_group() == COLGROUP_DISABLED) continue;
+
+ // check if we are within reach
+ if(moving_object->get_bbox().contains(pos)) {
+ if (climbing) stop_climbing(*climbing);
+ grabbed_object = portable;
+ grabbed_object->grab(*this, get_pos(), dir);
+ break;
+ }
+ }
+ }
+}
+
+void
+Player::handle_input_ghost()
+{
+ float vx = 0;
+ float vy = 0;
+ if (controller->hold(Controller::LEFT)) {
+ dir = LEFT;
+ vx -= MAX_RUN_XM * 2;
}
+ if (controller->hold(Controller::RIGHT)) {
+ dir = RIGHT;
+ vx += MAX_RUN_XM * 2;
+ }
+ if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
+ vy -= MAX_RUN_XM * 2;
+ }
+ if (controller->hold(Controller::DOWN)) {
+ vy += MAX_RUN_XM * 2;
+ }
+ 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);
+}
+
+int
+Player::get_coins()
+{
+ return player_status->coins;
+}
+
+bool
+Player::add_bonus(const std::string& bonustype)
+{
+ BonusType type = NO_BONUS;
+
+ if(bonustype == "grow") {
+ type = GROWUP_BONUS;
+ } else if(bonustype == "fireflower") {
+ type = FIRE_BONUS;
+ } else if(bonustype == "iceflower") {
+ type = ICE_BONUS;
+ } else if(bonustype == "none") {
+ type = NO_BONUS;
+ } else {
+ std::ostringstream msg;
+ msg << "Unknown bonus type " << bonustype;
+ throw std::runtime_error(msg.str());
+ }
+
+ return add_bonus(type);
+}
+
+bool
+Player::add_bonus(BonusType type, bool animate)
+{
+ // always ignore NO_BONUS
+ if (type == NO_BONUS) {
+ return true;
+ }
+
+ // ignore GROWUP_BONUS if we're already big
+ if (type == GROWUP_BONUS) {
+ if (player_status->bonus == GROWUP_BONUS)
+ return true;
+ if (player_status->bonus == FIRE_BONUS)
+ return true;
+ if (player_status->bonus == ICE_BONUS)
+ return true;
+ }
+
+ return set_bonus(type, animate);
+}
+
+bool
Player::set_bonus(BonusType type, bool animate)
{
- if(player_status->bonus >= type)
- return;
-
if(player_status->bonus == NO_BONUS) {
- bbox.set_height(63.8);
- bbox.move(Vector(0, -32));
+ if (!adjust_height(62.8f)) {
+ printf("can't adjust\n");
+ return false;
+ }
if(animate)
growing_timer.start(GROWING_TIME);
+ if (climbing) stop_climbing(*climbing);
}
-
+
+ if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
+ if ((player_status->bonus == FIRE_BONUS) && (animate)) {
+ // visually lose helmet
+ Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
+ Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
+ Vector paccel = Vector(0, 1000);
+ std::string action = (dir==LEFT)?"left":"right";
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
+ if (climbing) stop_climbing(*climbing);
+ }
+ if ((player_status->bonus == ICE_BONUS) && (animate)) {
+ // visually lose cap
+ Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
+ Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
+ Vector paccel = Vector(0, 1000);
+ std::string action = (dir==LEFT)?"left":"right";
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
+ if (climbing) stop_climbing(*climbing);
+ }
+ 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;
+ return true;
+}
+
+void
+Player::set_visible(bool visible)
+{
+ this->visible = visible;
+ if( visible )
+ set_group(COLGROUP_MOVING);
+ else
+ set_group(COLGROUP_DISABLED);
+}
+
+bool
+Player::get_visible()
+{
+ return visible;
+}
+
+void
+Player::kick()
+{
+ kick_timer.start(KICK_TIME);
}
void
Player::draw(DrawingContext& context)
{
+ if(!visible)
+ return;
+
+ // if Tux is above camera, draw little "air arrow" to show where he is x-wise
+ if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
+ float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
+ float py = Sector::current()->camera->get_translation().y;
+ py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
+ context.draw_surface(airarrow.get(), Vector(px, py), LAYER_HUD - 1);
+ }
+
TuxBodyParts* tux_body;
-
+
if (player_status->bonus == GROWUP_BONUS)
tux_body = big_tux;
else if (player_status->bonus == FIRE_BONUS)
else
tux_body = small_tux;
- int layer = LAYER_OBJECTS + 10;
+ int layer = LAYER_OBJECTS + 1;
/* Set Tux sprite action */
- if (duck && is_big())
+ 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("buttjump-right");
}
- else if (physic.get_velocity_y() != 0)
+ else if (!on_ground())
{
if(dir == LEFT)
tux_body->set_action("jump-left");
/* Draw Tux */
if(dying) {
- smalltux_gameover->draw(context, get_pos(), layer);
- } else if(growing_timer.get_timeleft() > 0) {
- if(!is_big())
- {
- if (dir == RIGHT)
- context.draw_surface(growingtux_right[GROWING_FRAMES-1 -
- int((growing_timer.get_timegone() *
+ 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[GROWING_FRAMES-1 -
- int((growing_timer.get_timegone() *
+ } else {
+ context.draw_surface(growingtux_left[int((growing_timer.get_timegone() *
GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
}
- else
- {
- 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)
; // don't draw Tux
else
- tux_body->draw(context, get_pos(), layer);
+ tux_body->draw(context, get_pos(), layer, grabbed_object);
- // Draw blinking star overlay
- if (invincible_timer.started() &&
- (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING
- || size_t(game_time*20)%2)
- && !dying)
- {
- if (!is_big() || duck)
- smalltux_star->draw(context, get_pos(), layer + 5);
- else
- bigtux_star->draw(context, get_pos(), layer + 5);
- }
+}
+
+void
+Player::collision_tile(uint32_t tile_attributes)
+{
+ if(tile_attributes & Tile::HURTS)
+ kill(false);
+
+#ifdef SWIMMING
+ if( swimming ){
+ if( tile_attributes & Tile::WATER ){
+ no_water = false;
+ } else {
+ swimming = false;
+ }
+ } else {
+ if( tile_attributes & Tile::WATER ){
+ swimming = true;
+ no_water = false;
+ sound_manager->play( "sounds/splash.ogg" );
+ }
+ }
+#endif
+}
+
+void
+Player::collision_solid(const CollisionHit& hit)
+{
+ if(hit.bottom) {
+ if(physic.get_velocity_y() > 0)
+ physic.set_velocity_y(0);
+
+ on_ground_flag = true;
+ floor_normal = hit.slope_normal;
+ } else if(hit.top) {
+ if(physic.get_velocity_y() < 0)
+ physic.set_velocity_y(.2f);
+ }
+
+ if(hit.left || hit.right) {
+ physic.set_velocity_x(0);
+ }
+
+ // crushed?
+ if(hit.crush) {
+ if(hit.left || hit.right) {
+ kill(true);
+ } else if(hit.top || hit.bottom) {
+ kill(false);
+ }
+ }
}
HitResponse
Player::collision(GameObject& other, const CollisionHit& hit)
{
- Portable* portable = dynamic_cast<Portable*> (&other);
- if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
- && fabsf(hit.normal.x) > .9) {
- grabbed_object = portable;
- return CONTINUE;
+ Bullet* bullet = dynamic_cast<Bullet*> (&other);
+ if(bullet) {
+ return FORCE_MOVE;
}
-
- if(other.get_flags() & FLAG_SOLID) {
- TileMap* tilemap = dynamic_cast<TileMap*> (&other);
- if(tilemap) {
- const TilemapCollisionHit* thit =
- static_cast<const TilemapCollisionHit*> (&hit);
- if(thit->tileflags & Tile::SPIKE)
- kill(SHRINK);
- if(! (thit->tileflags & Tile::SOLID))
- return FORCE_MOVE;
- }
-
- if(hit.normal.y < 0) { // landed on floor?
- if (physic.get_velocity_y() < 0)
- physic.set_velocity_y(0);
- on_ground_flag = true;
- } else if(hit.normal.y > 0) { // bumped against the roof
- physic.set_velocity_y(.1);
- }
-
- if(fabsf(hit.normal.x) > .9) { // hit on the side?
- physic.set_velocity_x(0);
+ if(hit.left || hit.right) {
+ try_grab(); //grab objects right now, in update it will be too late
+ }
+#ifdef DEBUG
+ assert(dynamic_cast<MovingObject*> (&other) != NULL);
+#endif
+ MovingObject* moving_object = static_cast<MovingObject*> (&other);
+ if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
+ TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
+ if(trigger) {
+ if(controller->pressed(Controller::UP))
+ trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
}
- return CONTINUE;
+ return FORCE_MOVE;
}
- TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
- if(trigger) {
- if(controller->pressed(Controller::UP))
- trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
+ BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+ if(badguy != NULL) {
+ if(safe_timer.started() || invincible_timer.started())
+ return FORCE_MOVE;
+
+ return CONTINUE;
}
- return FORCE_MOVE;
+ return CONTINUE;
}
void
{
sound_manager->play("sounds/invincible.wav");
invincible_timer.start(TUX_INVINCIBLE_TIME);
- Sector::current()->play_music(HERRING_MUSIC);
+ Sector::current()->play_music(HERRING_MUSIC);
}
/* 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)
- return;
-
+ if(!completely && (safe_timer.started() || invincible_timer.started()))
+ return;
+
sound_manager->play("sounds/hurt.wav");
+ if (climbing) stop_climbing(*climbing);
physic.set_velocity_x(0);
- if (mode == SHRINK && is_big())
+ if(!completely && (is_big() || growing_timer.started())) {
+ 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;
+ 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 {
+ if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
{
- 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);
- bbox.set_height(31.8);
- duck = false;
- player_status->bonus = NO_BONUS;
- }
+ 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)));
+ }
+ player_status->coins -= std::max(player_status->coins/10, 25);
}
- else
+ else
{
- physic.enable_gravity(true);
- physic.set_acceleration(0, 0);
- physic.set_velocity(0, 700);
- player_status->lives -= 1;
- player_status->bonus = NO_BONUS;
- dying = true;
- dying_timer.start(3.0);
- set_group(COLGROUP_DISABLED);
+ GameSession::current()->set_reset_point("", Vector());
}
+ physic.enable_gravity(true);
+ physic.set_acceleration(0, 0);
+ physic.set_velocity(0, -700);
+ set_bonus(NO_BONUS, true);
+ 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(31.8f, 63.8f);
else
- bbox.set_size(31.8, 31.8);
- on_ground_flag = false;
+ set_size(31.8f, 31.8f);
duck = false;
last_ground_y = vector.y;
+ if (climbing) stop_climbing(*climbing);
physic.reset();
}
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;
- }
+ /* fallen out of the level? */
+ if (get_pos().y > Sector::current()->get_height()) {
+ 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));
- adjust = true;
+ set_pos(Vector(camera->get_translation().x, get_pos().y));
}
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;
}
+}
- if(adjust) {
- // FIXME
-#if 0
- // squished now?
- if(collision_object_map(bbox)) {
- kill(KILL);
- return;
- }
-#endif
- }
+void
+Player::add_velocity(const Vector& velocity)
+{
+ physic.set_velocity(physic.get_velocity() + velocity);
+}
+
+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_y(520);
+ physic.set_velocity_y(-520);
else
- physic.set_velocity_y(300);
+ physic.set_velocity_y(-300);
}
//Scripting Functions Below
void
Player::deactivate()
{
+ if (deactivated)
+ return;
deactivated = true;
physic.set_velocity_x(0);
physic.set_velocity_y(0);
+ physic.set_acceleration_x(0);
+ physic.set_acceleration_y(0);
+ if (climbing) stop_climbing(*climbing);
}
void
Player::activate()
{
+ if (!deactivated)
+ return;
deactivated = false;
}
{
physic.set_velocity_x(speed);
}
+
+void
+Player::set_ghost_mode(bool enable)
+{
+ if (ghost_mode == enable)
+ return;
+
+ if (climbing) stop_climbing(*climbing);
+
+ 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;
+ }
+}
+
+
+void
+Player::start_climbing(Climbable& climbable)
+{
+ if (climbing == &climbable) return;
+
+ climbing = &climbable;
+ physic.enable_gravity(false);
+ physic.set_velocity(0, 0);
+ physic.set_acceleration(0, 0);
+}
+
+void
+Player::stop_climbing(Climbable& /*climbable*/)
+{
+ if (!climbing) return;
+
+ climbing = 0;
+
+ if (grabbed_object) {
+ grabbed_object->ungrab(*this, dir);
+ grabbed_object = NULL;
+ }
+
+ physic.enable_gravity(true);
+ physic.set_velocity(0, 0);
+ physic.set_acceleration(0, 0);
+
+ if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
+ on_ground_flag = true;
+ // TODO: This won't help. Why?
+ do_jump(-300);
+ }
+}
+
+void
+Player::handle_input_climbing()
+{
+ if (!climbing) {
+ log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
+ return;
+ }
+
+ float vx = 0;
+ float vy = 0;
+ if (controller->hold(Controller::LEFT)) {
+ dir = LEFT;
+ vx -= MAX_CLIMB_XM;
+ }
+ if (controller->hold(Controller::RIGHT)) {
+ dir = RIGHT;
+ vx += MAX_CLIMB_XM;
+ }
+ if (controller->hold(Controller::UP)) {
+ vy -= MAX_CLIMB_YM;
+ }
+ if (controller->hold(Controller::DOWN)) {
+ vy += MAX_CLIMB_YM;
+ }
+ if (controller->hold(Controller::JUMP)) {
+ if (can_jump) {
+ stop_climbing(*climbing);
+ return;
+ }
+ } else {
+ can_jump = true;
+ }
+ if (controller->hold(Controller::ACTION)) {
+ stop_climbing(*climbing);
+ return;
+ }
+ physic.set_velocity(vx, vy);
+ physic.set_acceleration(0, 0);
+}
+
+