Background can now render three images: Top, Center and Bottom
[supertux.git] / src / object / player.cpp
index 1e354bd..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();
 }
 
@@ -155,19 +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() + 
@@ -179,9 +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;
@@ -192,7 +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
@@ -326,7 +326,7 @@ 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);
   }
@@ -744,6 +744,8 @@ Player::collision(GameObject& other, const CollisionHit& hit)
         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);
     }
@@ -770,8 +772,12 @@ Player::collision(GameObject& other, const CollisionHit& hit)
   }
 
   BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
-  if(badguy != NULL)
+  if(badguy != NULL) {
+    if(safe_timer.started())
+      return FORCE_MOVE;
+
     return CONTINUE;
+  }
 
   return FORCE_MOVE;
 }
@@ -842,7 +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;