#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;
-static const float KICK_TIME = .3;
-static const float CHEER_TIME = 1;
+/** 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;
-static const float UNDUCK_HURT_TIME = 0.25; /**< if Tux cannot unduck for this long, he will get hurt */
+/** 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];
}
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+10);
+ 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(NULL), ghost_mode(false)
+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("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/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())
- set_size(31.8, 62.8);
+ set_size(31.8f, 62.8f);
else
- set_size(31.8, 30.8);
+ set_size(31.8f, 30.8f);
dir = RIGHT;
old_dir = dir;
backflip_direction = 0;
visible = true;
swimming = false;
-
+ speedlimit = 0; //no special limit
+
on_ground_flag = false;
grabbed_object = NULL;
+ climbing = 0;
+
physic.reset();
}
void
Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
{
- Scripting::Player* interface = static_cast<Scripting::Player*> (this);
- Scripting::expose_object(vm, table_idx, interface, "Tux", false);
+ 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)
{
- Scripting::unexpose_object(vm, table_idx, "Tux");
+ 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
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;
+
+ 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
}
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;
handle_input();
// handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
- if (deactivated) apply_friction();
+ 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(31.8);
+ set_width(31.8f);
}
// on downward slopes, adjust vertical velocity so tux walks smoothly down
// handle backflipping
if (backflipping) {
- //prevent player from changing direction when backflipping
- dir = (backflip_direction == 1) ? LEFT : RIGHT;
+ //prevent player from changing direction when backflipping
+ dir = (backflip_direction == 1) ? LEFT : RIGHT;
if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
}
}
// check if we landed
- if(on_ground()) {
+ 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();
+ if (deactivated)
+ do_standup();
}
}
-
-#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
// calculate movement for this frame
movement = physic.get_movement(elapsed_time);
if(grabbed_object != NULL && !dying) {
- Vector pos = get_pos() +
+ Vector pos = get_pos() +
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;
Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
}
}
- }
+ }
}
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);
}
-
-#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
}
}
- // only run if action key is pressed and we're not holding anything
- if (!(controller->hold(Controller::ACTION) && (!grabbed_object))) {
+ // 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!
new Particles(
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,
+ Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
LAYER_OBJECTS+1));
-
+
ax *= 2.5;
} else {
ax *= 2;
void
Player::do_duck() {
- if (duck) return;
- if (!is_big()) return;
+ if (duck)
+ return;
+ if (!is_big())
+ return;
- if (physic.get_velocity_y() != 0) return;
- if (!on_ground()) return;
+ if (physic.get_velocity_y() != 0)
+ return;
+ if (!on_ground())
+ return;
- if (adjust_height(31.8)) {
+ if (adjust_height(31.8f)) {
duck = true;
unduck_hurt_timer.stop();
} else {
}
}
-void
+void
Player::do_standup() {
- if (!duck) return;
- if (!is_big()) return;
- if (backflipping) return;
+ if (!duck)
+ return;
+ if (!is_big())
+ return;
+ if (backflipping)
+ return;
- if (adjust_height(63.8)) {
+ if (adjust_height(63.8f)) {
duck = false;
unduck_hurt_timer.stop();
} else {
// 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::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);
+ if (!duck)
+ return;
+ if (!on_ground())
+ return;
backflip_direction = (dir == LEFT)?(+1):(-1);
backflipping = true;
do_jump(-580);
sound_manager->play("sounds/flip.wav");
- backflip_timer.start(0.15);
+ backflip_timer.start(0.15f);
}
void
Player::do_jump(float yspeed) {
- if (!on_ground()) return;
+ if (!on_ground())
+ return;
physic.set_velocity_y(yspeed);
//bbox.move(Vector(0, -1));
void
Player::handle_vertical_input()
{
-
// Press jump key
if(controller->pressed(Controller::JUMP) && (can_jump)) {
- if (duck) {
+ if (duck) {
// when running, only jump a little bit; else do a backflip
- if (physic.get_velocity_x() != 0) 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);
}
- }
+ }
// Let go of jump key
- else if(!controller->hold(Controller::JUMP)) {
+ else if(!controller->hold(Controller::JUMP)) {
if (!backflipping && jumping && physic.get_velocity_y() < 0) {
jumping = false;
physic.set_velocity_y(0);
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;
+
+ // 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
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;
- }
+ 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_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 or Standup! */
- if (controller->hold(Controller::DOWN)) do_duck(); else do_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 {
+ pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
+ }
+
+ 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
{
float vx = 0;
float vy = 0;
- if (controller->hold(Controller::LEFT)) {
- dir = LEFT;
- vx -= MAX_RUN_XM * 2;
+ 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::RIGHT)) {
+ dir = RIGHT;
+ vx += MAX_RUN_XM * 2;
}
if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
vy -= MAX_RUN_XM * 2;
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") {
msg << "Unknown bonus type " << bonustype;
throw std::runtime_error(msg.str());
}
-
+
return add_bonus(type);
}
// ignore GROWUP_BONUS if we're already big
if (type == GROWUP_BONUS) {
if (player_status->bonus == GROWUP_BONUS)
- return true;
+ return true;
if (player_status->bonus == FIRE_BONUS)
return true;
if (player_status->bonus == ICE_BONUS)
Player::set_bonus(BonusType type, bool animate)
{
if(player_status->bonus == NO_BONUS) {
- if (!adjust_height(62.8)) {
+ 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)) {
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;
Player::set_visible(bool visible)
{
this->visible = visible;
- if( visible )
+ if( visible )
set_group(COLGROUP_MOVING);
else
set_group(COLGROUP_DISABLED);
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)
int layer = LAYER_OBJECTS + 1;
/* Set Tux sprite action */
- if (backflipping)
+ if (climbing)
+ {
+ tux_body->set_action("skid-left");
+ }
+ else if (backflipping)
{
if(dir == LEFT)
tux_body->set_action("backflip-left");
/* Draw Tux */
if(dying) {
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() *
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);
}
{
if(tile_attributes & Tile::HURTS)
kill(false);
-
- if( swimming ){
+
+#ifdef SWIMMING
+ if( swimming ){
if( tile_attributes & Tile::WATER ){
no_water = false;
} else {
sound_manager->play( "sounds/splash.ogg" );
}
}
+#endif
}
void
floor_normal = hit.slope_normal;
} else if(hit.top) {
if(physic.get_velocity_y() < 0)
- physic.set_velocity_y(.2);
+ physic.set_velocity_y(.2f);
}
if(hit.left || hit.right) {
return FORCE_MOVE;
}
- // if we hit something from the side that is portable, the ACTION button is pressed and we are not already holding anything: grab it
- if ((hit.left || hit.right) && (other.get_flags() & FLAG_PORTABLE) && controller->hold(Controller::ACTION) && (!grabbed_object)) {
- Portable* portable = dynamic_cast<Portable*> (&other);
- assert(portable != NULL);
- if(portable) {
- grabbed_object = portable;
- grabbed_object->grab(*this, get_pos(), dir);
- return CONTINUE;
- }
+ 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);
+ MovingObject* moving_object = static_cast<MovingObject*> (&other);
if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
if(trigger) {
{
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! */
return;
if(!completely && (safe_timer.started() || invincible_timer.started()))
- return;
-
+ return;
+
sound_manager->play("sounds/hurt.wav");
+ if (climbing) stop_climbing(*climbing);
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);
+ 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 {
- for (int i = 0; (i < 5) && (i < player_status->coins); i++)
+ if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
{
- // 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)));
+ 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
+ {
+ GameSession::current()->set_reset_point("", Vector());
}
physic.enable_gravity(true);
physic.set_acceleration(0, 0);
physic.set_velocity(0, -700);
- player_status->coins -= 25;
set_bonus(NO_BONUS, true);
dying = true;
dying_timer.start(3.0);
// TODO: do we need the following? Seems irrelevant to moving the player
if(is_big())
- set_size(31.8, 63.8);
+ set_size(31.8f, 63.8f);
else
- set_size(31.8, 31.8);
+ set_size(31.8f, 31.8f);
duck = false;
last_ground_y = vector.y;
+ if (climbing) stop_climbing(*climbing);
physic.reset();
}
set_pos(Vector(0, get_pos().y));
}
- /* Keep in-bounds, vertically: */
+ /* 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) {
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())
{
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, 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));
+ 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
void
Player::deactivate()
{
- if (deactivated) return;
+ 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;
+ if (!deactivated)
+ return;
deactivated = false;
}
void
Player::set_ghost_mode(bool enable)
{
- if (ghost_mode == enable) return;
+ if (ghost_mode == enable)
+ return;
+
+ if (climbing) stop_climbing(*climbing);
+
if (enable) {
ghost_mode = true;
set_group(COLGROUP_DISABLED);
}
}
+
+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);
+}
+
+