#include "object/sprite_particle.hpp"
#include "trigger/climbable.hpp"
+//#define SWIMMING
+
static const int TILES_FOR_BUTTJUMP = 3;
static const float SHOOTING_TIME = .150f;
/// time before idle animation starts
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;
+/** 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;
-static const float UNDUCK_HURT_TIME = 0.25f; /**< 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, const std::string& name)
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);
// 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
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();
if(moving_object) {
moving_object->set_pos(pos);
} else {
- log_debug << "Non MovingObjetc grabbed?!?" << std::endl;
+ 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->ungrab(*this, dir);
grabbed_object = NULL;
}
}
if(!portable->is_portable())
continue;
+ // make sure the Portable is a MovingObject
MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
- assert(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;
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);
+#ifdef SWIMMING
if( swimming ){
if( tile_attributes & Tile::WATER ){
no_water = false;
sound_manager->play( "sounds/splash.ogg" );
}
}
+#endif
}
void
Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
systemRandom.rand(-100,100)));
}
- player_status->coins -= 25;
+ player_status->coins -= std::max(player_status->coins/10, 25);
}
else
{