#include <iostream>
#include <cassert>
-#include "gettext.h"
-#include "sprite/sprite_manager.h"
-#include "player.h"
-#include "tile.h"
-#include "sprite/sprite.h"
-#include "sector.h"
-#include "resources.h"
-#include "video/screen.h"
-#include "statistics.h"
-#include "game_session.h"
-#include "object/tilemap.h"
-#include "object/camera.h"
-#include "object/gameobjs.h"
-#include "object/portable.h"
-#include "trigger/trigger_base.h"
-#include "control/joystickkeyboardcontroller.h"
-#include "main.h"
+#include "gettext.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "audio/sound_manager.hpp"
+#include "player.hpp"
+#include "tile.hpp"
+#include "sprite/sprite.hpp"
+#include "sector.hpp"
+#include "resources.hpp"
+#include "video/screen.hpp"
+#include "statistics.hpp"
+#include "game_session.hpp"
+#include "object/tilemap.hpp"
+#include "object/camera.hpp"
+#include "object/particles.hpp"
+#include "object/portable.hpp"
+#include "object/bullet.hpp"
+#include "trigger/trigger_base.hpp"
+#include "control/joystickkeyboardcontroller.hpp"
+#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;
static const float MAX_RUN_XM = 320;
static const float WALK_SPEED = 100;
+static const float KICK_TIME = .3;
+
// growing animation
Surface* growingtux_left[GROWING_FRAMES];
Surface* growingtux_right[GROWING_FRAMES];
}
void
-TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer,
- Uint32 drawing_effect)
+TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
{
if(head != NULL)
- head->draw(context, pos, layer-1, drawing_effect);
+ head->draw(context, pos, layer-1);
if(body != NULL)
- body->draw(context, pos, layer-3, drawing_effect);
+ body->draw(context, pos, layer-3);
if(arms != NULL)
- arms->draw(context, pos, layer, drawing_effect);
+ arms->draw(context, pos, layer);
if(feet != NULL)
- feet->draw(context, pos, layer-2, drawing_effect);
+ feet->draw(context, pos, layer-2);
}
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();
}
last_ground_y = 0;
fall_mode = ON_GROUND;
jumping = false;
- flapping = false;
can_jump = true;
- can_flap = false;
- falling_from_flap = false;
- enable_hover = false;
butt_jump = false;
+ deactivated = false;
+ backflipping = false;
+ backflip_direction = 0;
+ visible = true;
- flapping_velocity = 0;
-
- // temporary to help player's choosing a flapping
- flapping_mode = NO_FLAP;
-
- // Ricardo's flapping
- flaps_nb = 0;
-
on_ground_flag = false;
grabbed_object = 0;
+ floor_normal = Vector(0,-1);
+
physic.reset();
}
}
void
-Player::action(float elapsed_time)
+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;
}
if(!controller->hold(Controller::ACTION) && grabbed_object) {
- grabbed_object = 0;
// move the grabbed object a bit away from tux
Vector pos = get_pos() +
- Vector(dir == LEFT ? -bbox.get_width() : bbox.get_width(),
+ Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
bbox.get_height()*0.66666 - 32);
- MovingObject* object = dynamic_cast<MovingObject*> (grabbed_object);
- if(object) {
- object->set_pos(pos);
- } else {
-#ifdef DEBUG
- std::cout << "Non MovingObjetc grabbed?!?\n";
-#endif
+ 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 {
+ msg_debug("Non MovingObjetc grabbed?!?");
+ }
+ grabbed_object->ungrab(*this, dir);
+ grabbed_object = 0;
}
}
- if(!dying)
+ if(!dying && !deactivated)
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
Vector pos = get_pos() +
Vector(dir == LEFT ? -16 : 16,
bbox.get_height()*0.66666 - 32);
- grabbed_object->grab(*this, pos);
+ grabbed_object->grab(*this, pos, dir);
}
}
// let's skid!
if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
skidding_timer.start(SKID_TIME);
- sound_manager->play_sound("skid");
- // dust some partcles
+ sound_manager->play("sounds/skid.wav");
+ // dust some particles
Sector::current()->add_object(
new Particles(
- Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0),
- bbox.p2.y),
+ Vector(dir == RIGHT ? bbox.p2.x : bbox.p1.x, bbox.p2.y),
dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
- Vector(280,-260), Vector(0,0.030), 3, Color(100,100,100), 3, .8,
+ Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8,
LAYER_OBJECTS+1));
ax *= 2.5;
// 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);
}
if(on_ground()) { /* Make sure jumping is off. */
jumping = false;
- flapping = false;
- falling_from_flap = false;
- if (flapping_timer.started()) {
- flapping_timer.start(0);
+ if (backflipping) {
+ backflipping = false;
+ backflip_direction = 0;
}
-
- physic.set_acceleration_y(0); //for flapping
}
// Press jump key
if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
- if(duck) { // only jump a little bit when in duck mode {
- physic.set_velocity_y(300);
- } else {
- // jump higher if we are running
- if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
+ if (duck) {
+ if (physic.get_velocity_x() != 0) // only jump a little bit when running ducked
+ physic.set_velocity_y(300);
+ else { //do a backflip
+ backflipping = true;
physic.set_velocity_y(580);
- else
- physic.set_velocity_y(520);
+ backflip_timer.start(0.15);
+ }
}
+ else if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) // jump higher if we are running
+ physic.set_velocity_y(580);
+ else
+ physic.set_velocity_y(520);
//bbox.move(Vector(0, -1));
jumping = true;
- flapping = false;
can_jump = false;
- can_flap = false;
- flaps_nb = 0; // Ricardo's flapping
if (is_big())
- sound_manager->play_sound("bigjump");
+ sound_manager->play("sounds/bigjump.wav");
else
- sound_manager->play_sound("jump");
+ sound_manager->play("sounds/jump.wav");
} else if(!controller->hold(Controller::JUMP)) { // Let go of jump key
- if (!flapping && !duck && !falling_from_flap && !on_ground()) {
- can_flap = true;
- }
- if (jumping && physic.get_velocity_y() > 0) {
+ if (!backflipping && jumping && physic.get_velocity_y() > 0) {
jumping = false;
physic.set_velocity_y(0);
}
}
- // temporary to help player's choosing a flapping
- if(flapping_mode == RICARDO_FLAP) {
- // Flapping, Ricardo's version
- // similar to SM3 Fox
- if(controller->pressed(Controller::JUMP) && can_flap && flaps_nb < 3) {
- physic.set_velocity_y(350);
- physic.set_velocity_x(physic.get_velocity_x() * 35);
- flaps_nb++;
- }
- } else if(flapping_mode == MAREK_FLAP) {
- // Flapping, Marek's version
- if (controller->hold(Controller::JUMP) && can_flap)
- {
- if (!flapping_timer.started())
- {
- flapping_timer.start(TUX_FLAPPING_TIME);
- flapping_velocity = physic.get_velocity_x();
- }
- if (flapping_timer.check())
- {
- can_flap = false;
- falling_from_flap = true;
- }
- jumping = true;
- flapping = true;
- if (!flapping_timer.check()) {
- float cv = flapping_velocity * sqrt(
- TUX_FLAPPING_TIME - flapping_timer.get_timegone()
- / TUX_FLAPPING_TIME);
-
- //Handle change of direction while flapping
- if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {
- cv *= (-1);
- }
- physic.set_velocity_x(cv);
- physic.set_velocity_y(
- flapping_timer.get_timegone()/.850);
- }
- }
- } else if(flapping_mode == RYAN_FLAP) {
- // Flapping, Ryan's version
- if (controller->hold(Controller::JUMP) && can_flap)
- {
- if (!flapping_timer.started())
- {
- flapping_timer.start(TUX_FLAPPING_TIME);
- }
- if (flapping_timer.check())
- {
- can_flap = false;
- falling_from_flap = true;
- }
- jumping = true;
- flapping = true;
- if (flapping && flapping_timer.get_timegone() <= TUX_FLAPPING_TIME
- && physic.get_velocity_y() < 0)
- {
- float gravity = Sector::current()->gravity;
- (void)gravity;
- float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
-
- // XXX: magic numbers. should be a percent of gravity
- // gravity is (by default) -0.1f
- physic.set_acceleration_y(12 + 1*xr);
-
-#if 0
- // To slow down x-vel when flapping (not working)
- if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM)
- {
- if (physic.get_velocity_x() < 0)
- physic.set_acceleration_x(1.0f);
- else if (physic.get_velocity_x() > 0)
- physic.set_acceleration_x(-1.0f);
- }
-#endif
- }
- } else {
- physic.set_acceleration_y(0);
- }
- }
-
/* In case the player has pressed Down while in a certain range of air,
enable butt jump action */
if (controller->hold(Controller::DOWN) && !butt_jump && !duck)
Player::handle_input()
{
/* Handle horizontal movement: */
- handle_horizontal_input();
+ if (!backflipping) handle_horizontal_input();
+ else {
+ if (backflip_direction == 0) {
+ dir == LEFT ? backflip_direction = 1 : backflip_direction = -1;
+ }
+ else backflip_direction == 1 ? dir = LEFT : dir = RIGHT; //prevent player from changing direction when backflipping
+ if (backflip_timer.check()) physic.set_velocity_x(100 * backflip_direction);
+ }
+
/* Jump/jumping? */
if (on_ground() && !controller->hold(Controller::JUMP))
bbox.move(Vector(0, 32));
bbox.set_height(31.8);
} else if(!controller->hold(Controller::DOWN) && is_big() && duck) {
- // try if we can really unduck
+ // if we have some velocity left then check if there is space for
+ // unducking
bbox.move(Vector(0, -32));
bbox.set_height(63.8);
- duck = false;
- // FIXME
-#if 0
- // when unducking in air we need some space to do so
- if(on_ground() || !collision_object_map(bbox)) {
+ if(Sector::current()->is_free_space(bbox) || (
+ physic.get_velocity_x() > -.01 && physic.get_velocity_x() < .01
+ && physic.get_velocity_y() > -.01 && physic.get_velocity_y() < .01))
+ {
duck = false;
} else {
// undo the ducking changes
bbox.move(Vector(0, 32));
- bbox.set_height(31.8);
+ bbox.set_height(31.8);
}
-#endif
}
}
void
Player::set_bonus(BonusType type, bool animate)
{
- if(player_status->bonus == type)
+ if(player_status->bonus >= type)
return;
if(player_status->bonus == NO_BONUS) {
}
void
+Player::set_visible(bool visible)
+{
+ this->visible = visible;
+}
+
+bool
+Player::get_visible()
+{
+ return visible;
+}
+
+void
+Player::kick()
+{
+ kick_timer.start(KICK_TIME);
+}
+
+void
Player::draw(DrawingContext& context)
{
+ if(!visible)
+ return;
+
TuxBodyParts* tux_body;
if (player_status->bonus == GROWUP_BONUS)
get_pos(), layer);
}
}
- else if (safe_timer.started() && size_t(global_time*40)%2)
+ else if (safe_timer.started() && size_t(game_time*40)%2)
; // don't draw Tux
else
tux_body->draw(context, get_pos(), layer);
// Draw blinking star overlay
if (invincible_timer.started() &&
(invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING
- || size_t(global_time*20)%2)
+ || size_t(game_time*20)%2)
&& !dying)
{
if (!is_big() || duck)
}
}
+void
+Player::collision_tile(uint32_t tile_attributes)
+{
+ if(tile_attributes & Tile::HURTS)
+ kill(SHRINK);
+}
+
HitResponse
Player::collision(GameObject& other, const CollisionHit& hit)
{
- Portable* portable = dynamic_cast<Portable*> (&other);
- if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
- && fabsf(hit.normal.x) > .9) {
- grabbed_object = portable;
- return CONTINUE;
+ Bullet* bullet = dynamic_cast<Bullet*> (&other);
+ if(bullet) {
+ return FORCE_MOVE;
+ }
+
+ if(other.get_flags() & FLAG_PORTABLE) {
+ Portable* portable = dynamic_cast<Portable*> (&other);
+ if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
+ && fabsf(hit.normal.x) > .9) {
+ grabbed_object = portable;
+ return CONTINUE;
+ }
}
if(other.get_flags() & FLAG_SOLID) {
if(hit.normal.y < 0) { // landed on floor?
- if (physic.get_velocity_y() < 0)
+ 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);
}
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) {
+ if(safe_timer.started())
+ return FORCE_MOVE;
+
+ return CONTINUE;
}
return FORCE_MOVE;
void
Player::make_invincible()
{
- sound_manager->play_sound("invincible");
+ sound_manager->play("sounds/invincible.wav");
invincible_timer.start(TUX_INVINCIBLE_TIME);
Sector::current()->play_music(HERRING_MUSIC);
}
void
Player::kill(HurtMode mode)
{
- if(dying)
+ if(dying || deactivated)
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_sound("hurt");
+ sound_manager->play("sounds/hurt.wav");
physic.set_velocity_x(0);
player_status->bonus = NO_BONUS;
dying = true;
dying_timer.start(3.0);
- flags |= FLAG_NO_COLLDET;
+ set_group(COLGROUP_DISABLED);
+
+ DisplayEffect* effect = new DisplayEffect();
+ effect->fade_out(3.0);
+ Sector::current()->add_object(effect);
+ sound_manager->stop_music(3.0);
}
}
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;
void
Player::bounce(BadGuy& )
{
- //Make sure we stopped flapping
- flapping = false;
- falling_from_flap = false;
-
if(controller->hold(Controller::JUMP))
physic.set_velocity_y(520);
else
- physic.set_velocity_y(200);
+ physic.set_velocity_y(300);
}
+//Scripting Functions Below
+
+void
+Player::deactivate()
+{
+ deactivated = true;
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
+}
+
+void
+Player::activate()
+{
+ deactivated = false;
+}
+
+void Player::walk(float speed)
+{
+ physic.set_velocity_x(speed);
+}