Separated EndSequence logic from GameSession. This will allow for nice hierarchy...
[supertux.git] / src / object / player.cpp
index de9d24c..4658801 100644 (file)
@@ -215,6 +215,12 @@ Player::adjust_height(float new_height)
 }
 
 void
+Player::trigger_sequence(std::string sequence_name)
+{
+  GameSession::current()->start_sequence(sequence_name);
+}
+
+void
 Player::update(float elapsed_time)
 {
   if( no_water ){
@@ -346,7 +352,7 @@ Player::apply_friction()
     physic.set_acceleration_x(0);
   } else if(physic.get_velocity_x() < 0) {
     physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5);
-  } else {
+    } else if(physic.get_velocity_x() > 0) {
     physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
   }
 }
@@ -616,7 +622,7 @@ Player::handle_input()
         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_statics(dest)) {
+    if(Sector::current()->is_free_of_movingstatics(dest)) {
       MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
       if(moving_object) {
         moving_object->set_pos(pos);
@@ -694,6 +700,12 @@ 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)
 {
@@ -805,9 +817,10 @@ Player::draw(DrawingContext& context)
     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)) {
+  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);
   }
 
@@ -1044,17 +1057,22 @@ Player::kill(bool completely)
 
   physic.set_velocity_x(0);
 
-  if(!completely && 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 {
+    } else if(player_status->bonus == GROWUP_BONUS) {
       //growing_timer.start(GROWING_TIME);
       safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
       adjust_height(30.8);
       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(30.8);
+      duck = false;
     }
   } else {
     for (int i = 0; (i < 5) && (i < player_status->coins); i++)