#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
}
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);
Player::handle_vertical_input()
{
// Press jump key
- if(controller->hold(Controller::JUMP) && (on_ground()) && (can_jump)) {
+ 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();
// 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();
/* Jump/jumping? */
- if (!controller->hold(Controller::JUMP)) can_jump = true;
+ if (on_ground() && !controller->hold(Controller::JUMP))
+ can_jump = true;
/* Handle vertical movement: */
handle_vertical_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
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
if(badguy != NULL) {
- if (hit.bottom) on_ground_flag = true;
if(safe_timer.started() || invincible_timer.started())
return FORCE_MOVE;
void
Player::bounce(BadGuy& )
{
- //if(controller->hold(Controller::JUMP))
- // physic.set_velocity_y(-520);
- //else
+ if(controller->hold(Controller::JUMP))
+ physic.set_velocity_y(-520);
+ else
physic.set_velocity_y(-300);
}