Background can now render three images: Top, Center and Bottom
[supertux.git] / src / object / player.cpp
index 157cff1..628752e 100644 (file)
@@ -44,6 +44,7 @@
 #include "main.hpp"
 #include "badguy/badguy.hpp"
 #include "player_status.hpp"
+#include "msg.hpp"
 
 static const int TILES_FOR_BUTTJUMP = 3;
 static const float SHOOTING_TIME = .150;
@@ -101,9 +102,9 @@ Player::Player(PlayerStatus* _player_status)
   : player_status(_player_status), grabbed_object(0)
 {
   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");
   init();
 }
 
@@ -136,10 +137,13 @@ Player::init()
   deactivated = false;
   backflipping = false;
   backflip_direction = 0;
+  visible = true;
   
   on_ground_flag = false;
   grabbed_object = 0;
 
+  floor_normal = Vector(0,-1);
+
   physic.reset();
 }
 
@@ -152,19 +156,21 @@ Player::set_controller(Controller* controller)
 void
 Player::update(float elapsed_time)
 {
+  // do we need to enable gravity again?
+  if(on_ground_flag) {
+    Rect lower = bbox;
+    lower.move(Vector(0, 4.0));
+    if(Sector::current()->is_free_space(lower)) {
+      physic.enable_gravity(true);
+      on_ground_flag = false;
+    }
+  }
+    
   if(dying && dying_timer.check()) {
     dead = true;
     return;
   }
 
-  // fixes the "affected even while blinking" bug
-  if (safe_timer.started() && this->get_group() != COLGROUP_MOVING_ONLY_STATIC) {
-    this->set_group(COLGROUP_MOVING_ONLY_STATIC);
-  }
-  else if (!safe_timer.started() && this->get_group() == COLGROUP_MOVING_ONLY_STATIC) {
-    this->set_group(COLGROUP_MOVING);
-  }
-
   if(!controller->hold(Controller::ACTION) && grabbed_object) {
     // move the grabbed object a bit away from tux
     Vector pos = get_pos() + 
@@ -176,9 +182,7 @@ Player::update(float elapsed_time)
       if(moving_object) {
         moving_object->set_pos(pos);
       } else {
-#ifdef DEBUG
-        std::cout << "Non MovingObjetc grabbed?!?\n";
-#endif
+        msg_debug("Non MovingObjetc grabbed?!?");
       }
       grabbed_object->ungrab(*this, dir);
       grabbed_object = 0;
@@ -189,7 +193,6 @@ Player::update(float elapsed_time)
     handle_input();
 
   movement = physic.get_movement(elapsed_time);
-  on_ground_flag = false;
 
 #if 0
   // special exception for cases where we're stuck under tiles after
@@ -323,11 +326,21 @@ Player::handle_horizontal_input()
   // 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);
+    bbox.set_width(34);
   } else {
     bbox.set_width(31.8);
   }
 
+  // on downward slopes, adjust vertical velocity to match slope angle
+  if (on_ground()) {
+    if (floor_normal.y != 0) {
+      if ((floor_normal.x * vx) > 0) {
+        // we overdo it a little, just to be on the safe side
+        vy = vx * (floor_normal.x / floor_normal.y) * 2;
+      }
+    }
+  }
+
   physic.set_velocity(vx, vy);
   physic.set_acceleration(ax, ay);
 }
@@ -522,6 +535,18 @@ Player::set_bonus(BonusType type, bool animate)
 }
 
 void
+Player::set_visible(bool visible)
+{
+  this->visible = visible;
+}
+
+bool
+Player::get_visible()
+{
+  return visible;
+}
+
+void
 Player::kick()
 {
   kick_timer.start(KICK_TIME);
@@ -530,6 +555,9 @@ Player::kick()
 void
 Player::draw(DrawingContext& context)
 {
+  if(!visible)
+    return;
+  
   TuxBodyParts* tux_body;
           
   if (player_status->bonus == GROWUP_BONUS)
@@ -704,6 +732,20 @@ Player::collision(GameObject& other, const CollisionHit& hit)
       if(physic.get_velocity_y() < 0)
         physic.set_velocity_y(0);
       on_ground_flag = true;
+
+      // remember normal of this tile
+      if (hit.normal.y > -0.9) {
+        floor_normal.x = hit.normal.x;
+        floor_normal.y = hit.normal.y;
+      } else {
+        // slowly adjust to unisolid tiles. 
+        // Necessary because our bounding box sometimes reaches through slopes and thus hits unisolid tiles
+        floor_normal.x = (floor_normal.x * 0.9) + (hit.normal.x * 0.1);
+        floor_normal.y = (floor_normal.y * 0.9) + (hit.normal.y * 0.1);
+      }
+
+      // disable gravity
+      physic.enable_gravity(false);
     } else if(hit.normal.y > 0) { // bumped against the roof
       physic.set_velocity_y(.1);
     }
@@ -715,28 +757,28 @@ Player::collision(GameObject& other, const CollisionHit& hit)
     return CONTINUE;
   }
 
-  TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
-  if(trigger) {
-    if(controller->pressed(Controller::UP))
-      trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
+#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 FORCE_MOVE;
   }
 
   BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
-  if(badguy != NULL)
-    return CONTINUE;
+  if(badguy != NULL) {
+    if(safe_timer.started())
+      return FORCE_MOVE;
 
-#if 0
-  MovingObject* moving_object = static_cast<MovingObject*> (&other);
-  if(moving_object->get_group() == COLGROUP_TOUCHABLE)
-    return FORCE_MOVE;
-
-  if(is_invincible())
-    return FORCE_MOVE;
+    return CONTINUE;
+  }
 
-  return CONTINUE;
-#endif
   return FORCE_MOVE;
 }
 
@@ -756,7 +798,7 @@ Player::kill(HurtMode mode)
     return;
 
   if(mode != KILL && 
-          safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)
+          (safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0))
     return;                          
   
   sound_manager->play("sounds/hurt.wav");
@@ -790,6 +832,11 @@ Player::kill(HurtMode mode)
       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);
     }
 }
 
@@ -801,7 +848,6 @@ Player::move(const Vector& vector)
     bbox.set_size(31.8, 63.8);
   else
     bbox.set_size(31.8, 31.8);
-  on_ground_flag = false;
   duck = false;
   last_ground_y = vector.y;