#include "log.hpp"
#include "falling_coin.hpp"
#include "random_generator.hpp"
+#include "object/sprite_particle.hpp"
static const int TILES_FOR_BUTTJUMP = 3;
static const float SHOOTING_TIME = .150;
static const float WALK_SPEED = 100;
static const float KICK_TIME = .3;
+static const float CHEER_TIME = 1;
+
+static const float UNDUCK_HURT_TIME = 0.25; /**< if Tux cannot unduck for this long, he will get hurt */
// growing animation
Surface* growingtux_left[GROWING_FRAMES];
}
Player::Player(PlayerStatus* _player_status)
- : player_status(_player_status), grabbed_object(0)
+ : player_status(_player_status), grabbed_object(NULL), ghost_mode(false)
{
controller = main_controller;
smalltux_gameover = sprite_manager->create("images/creatures/tux_small/smalltux-gameover.sprite");
sound_manager->preload("sounds/jump.wav");
sound_manager->preload("sounds/hurt.wav");
sound_manager->preload("sounds/skid.wav");
+ sound_manager->preload("sounds/flip.wav");
+ sound_manager->preload("sounds/invincible.wav");
init();
}
Player::init()
{
if(is_big())
- bbox.set_size(31.8, 62.8);
+ set_size(31.8, 62.8);
else
- bbox.set_size(31.8, 30.8);
- adjust_height = 0;
+ set_size(31.8, 30.8);
dir = RIGHT;
old_dir = dir;
dead = false;
dying = false;
+ peeking = AUTO;
last_ground_y = 0;
fall_mode = ON_GROUND;
jumping = false;
visible = true;
on_ground_flag = false;
- grabbed_object = 0;
-
- floor_normal = Vector(0,-1);
+ grabbed_object = NULL;
physic.reset();
}
this->controller = controller;
}
+bool
+Player::adjust_height(float new_height)
+{
+ Rect bbox2 = bbox;
+ bbox2.move(Vector(0, bbox.get_height() - new_height));
+ bbox2.set_height(new_height);
+ if (!Sector::current()->is_free_space(bbox2))
+ return false;
+
+ // adjust bbox accordingly
+ // note that we use members of moving_object for this, so we can run this during CD, too
+ set_pos(bbox2.p1);
+ set_size(bbox2.get_width(), bbox2.get_height());
+ return true;
+}
+
void
Player::update(float elapsed_time)
{
return;
}
- if(adjust_height != 0) {
- bbox.move(Vector(0, bbox.get_height() - adjust_height));
- bbox.set_height(adjust_height);
- adjust_height = 0;
- }
-
if(!dying && !deactivated)
handle_input();
+ // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
+ if (deactivated) apply_friction();
+
+ // extend/shrink tux collision rectangle so that we fall through/walk over 1
+ // tile holes
+ if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
+ set_width(34);
+ } else {
+ set_width(31.8);
+ }
+
+ // on downward slopes, adjust vertical velocity so tux walks smoothly down
+ if (on_ground()) {
+ if(floor_normal.y != 0) {
+ if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
+ physic.set_velocity_y(250);
+ }
+ }
+ }
+
+ // handle backflipping
+ if (backflipping) {
+ //prevent player from changing direction when backflipping
+ dir = (backflip_direction == 1) ? LEFT : RIGHT;
+ if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
+ }
+
+ // set fall mode...
+ if(on_ground()) {
+ fall_mode = ON_GROUND;
+ last_ground_y = get_pos().y;
+ } else {
+ if(get_pos().y > last_ground_y)
+ fall_mode = FALLING;
+ else if(fall_mode == ON_GROUND)
+ fall_mode = JUMPING;
+ }
+
+ // check if we landed
+ if(on_ground()) {
+ jumping = false;
+ if (backflipping && (!backflip_timer.started())) {
+ backflipping = false;
+ backflip_direction = 0;
+
+ // if controls are currently deactivated, we take care of standing up ourselves
+ if (deactivated) do_standup();
+ }
+ }
+
+#if 0
+ // Do butt jump
+ if (butt_jump && on_ground() && is_big()) {
+ // Add a smoke cloud
+ if (duck)
+ Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
+ else
+ Sector::current()->add_smoke_cloud(
+ Vector(get_pos().x - 32, get_pos().y + 32));
+
+ butt_jump = false;
+
+ // Break bricks beneath Tux
+ if(Sector::current()->trybreakbrick(
+ Vector(base.x + 1, base.y + base.height), false)
+ || Sector::current()->trybreakbrick(
+ Vector(base.x + base.width - 1, base.y + base.height), false)) {
+ physic.set_velocity_y(-2);
+ butt_jump = true;
+ }
+
+ // Kill nearby badguys
+ std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
+ for (std::vector<GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end();
+ i++) {
+ BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+ if(badguy) {
+ // don't kill when badguys are already dying or in a certain mode
+ if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
+ badguy->mode != BadGuy::BOMB_EXPLODE) {
+ if (fabsf(base.x - badguy->base.x) < 96 &&
+ fabsf(base.y - badguy->base.y) < 64)
+ badguy->kill_me(25);
+ }
+ }
+ }
+ }
+#endif
+
+ // calculate movement for this frame
movement = physic.get_movement(elapsed_time);
- if(grabbed_object != 0 && !dying ) {
+ if(grabbed_object != NULL && !dying) {
Vector pos = get_pos() +
- Vector(dir == LEFT ? -16 : 16,
- bbox.get_height()*0.66666 - 32);
+ Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32);
grabbed_object->grab(*this, pos, dir);
}
- if(grabbed_object != 0 && dying){
+ if(grabbed_object != NULL && dying){
grabbed_object->ungrab(*this, dir);
+ grabbed_object = NULL;
}
on_ground_flag = false;
+
+ // when invincible, spawn particles
+ if (invincible_timer.started() && !dying)
+ {
+ if (systemRandom.rand(0, 2) == 0) {
+ float px = systemRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
+ float py = systemRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
+ Vector ppos = Vector(px, py);
+ Vector pspeed = Vector(0, 0);
+ Vector paccel = Vector(0, 0);
+ // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
+ if (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) {
+ // make every other a longer sparkle to make trail a bit fuzzy
+ if (size_t(game_time*20)%2) {
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+ } else {
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+ }
+ } else {
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+ }
+ }
+ }
+
}
bool
}
void
+Player::apply_friction()
+{
+ if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
+ physic.set_velocity_x(0);
+ physic.set_acceleration_x(0);
+ } else if(physic.get_velocity_x() < 0) {
+ physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5);
+ } else {
+ physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
+ }
+
+#if 0
+ // if we're on ice slow down acceleration or deceleration
+ if (isice(base.x, base.y + base.height))
+ {
+ /* the acceleration/deceleration rate on ice is inversely proportional to
+ * the current velocity.
+ */
+
+ // increasing 1 will increase acceleration/deceleration rate
+ // decreasing 1 will decrease acceleration/deceleration rate
+ // must stay above zero, though
+ if (ax != 0) ax *= 1 / fabs(vx);
+ }
+#endif
+
+}
+
+void
Player::handle_horizontal_input()
{
float vx = physic.get_velocity_x();
// dust some particles
Sector::current()->add_object(
new Particles(
- Vector(dir == RIGHT ? bbox.p2.x : bbox.p1.x, bbox.p2.y),
+ Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8,
LAYER_OBJECTS+1));
}
}
+ physic.set_velocity(vx, vy);
+ physic.set_acceleration(ax, ay);
+
// we get slower when not pressing any keys
if(dirsign == 0) {
- if(fabs(vx) < WALK_SPEED) {
- vx = 0;
- ax = 0;
- } else if(vx < 0) {
- ax = WALK_ACCELERATION_X * 1.5;
- } else {
- ax = WALK_ACCELERATION_X * -1.5;
- }
+ apply_friction();
}
-#if 0
- // if we're on ice slow down acceleration or deceleration
- if (isice(base.x, base.y + base.height))
- {
- /* the acceleration/deceleration rate on ice is inversely proportional to
- * the current velocity.
- */
+}
- // increasing 1 will increase acceleration/deceleration rate
- // decreasing 1 will decrease acceleration/deceleration rate
- // must stay above zero, though
- if (ax != 0) ax *= 1 / fabs(vx);
- }
-#endif
+void
+Player::do_cheer()
+{
+ do_duck();
+ do_backflip();
+ do_standup();
+}
- // extend/shrink tux collision rectangle so that we fall through/walk over 1
- // tile holes
- if(fabsf(vx) > MAX_WALK_XM) {
- bbox.set_width(34);
+void
+Player::do_duck() {
+ if (duck) return;
+ if (!is_big()) return;
+
+ if (physic.get_velocity_y() != 0) return;
+ if (!on_ground()) return;
+
+ if (adjust_height(31.8)) {
+ duck = true;
+ unduck_hurt_timer.stop();
} else {
- bbox.set_width(31.8);
+ // FIXME: what now?
}
+}
- // 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;
- }
+void
+Player::do_standup() {
+ if (!duck) return;
+ if (!is_big()) return;
+ if (backflipping) return;
+
+ if (adjust_height(63.8)) {
+ duck = false;
+ unduck_hurt_timer.stop();
+ } else {
+ // if timer is not already running, start it.
+ if (unduck_hurt_timer.get_period() == 0) {
+ unduck_hurt_timer.start(UNDUCK_HURT_TIME);
+ }
+ else if (unduck_hurt_timer.check()) {
+ kill(false);
}
}
- physic.set_velocity(vx, vy);
- physic.set_acceleration(ax, ay);
}
void
-Player::handle_vertical_input()
-{
- // set fall mode...
- if(on_ground()) {
- fall_mode = ON_GROUND;
- last_ground_y = get_pos().y;
+Player::do_backflip() {
+ if (!duck) return;
+ 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);
+ sound_manager->play("sounds/flip.wav");
+ backflip_timer.start(0.15);
+}
+
+void
+Player::do_jump(float yspeed) {
+ if (!on_ground()) return;
+
+ physic.set_velocity_y(yspeed);
+ //bbox.move(Vector(0, -1));
+ jumping = true;
+ on_ground_flag = false;
+ can_jump = false;
+
+ // play sound
+ if (is_big()) {
+ sound_manager->play("sounds/bigjump.wav");
} else {
- if(get_pos().y > last_ground_y)
- fall_mode = FALLING;
- else if(fall_mode == ON_GROUND)
- fall_mode = JUMPING;
+ sound_manager->play("sounds/jump.wav");
}
+}
- if(on_ground()) { /* Make sure jumping is off. */
- jumping = false;
- if (backflipping) {
- backflipping = false;
- backflip_direction = 0;
- }
- }
+void
+Player::handle_vertical_input()
+{
// Press jump key
- if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
+ if(controller->pressed(Controller::JUMP) && (can_jump)) {
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);
- backflip_timer.start(0.15);
- }
+ // when running, only jump a little bit; else do a backflip
+ if (physic.get_velocity_x() != 0) do_jump(-300); else do_backflip();
+ } else {
+ // jump a bit higher if we are running; else do a normal jump
+ if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
}
- 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;
- can_jump = false;
- if (is_big())
- sound_manager->play("sounds/bigjump.wav");
- else
- sound_manager->play("sounds/jump.wav");
- } else if(!controller->hold(Controller::JUMP)) { // Let go of jump key
- if (!backflipping && jumping && physic.get_velocity_y() > 0) {
+ }
+ // Let go of jump key
+ else if(!controller->hold(Controller::JUMP)) {
+ if (!backflipping && jumping && physic.get_velocity_y() < 0) {
jumping = false;
physic.set_velocity_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)
- //if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
+ if (controller->hold(Controller::DOWN) && !butt_jump && !duck && is_big() && jumping) {
butt_jump = true;
+ }
/* When Down is not held anymore, disable butt jump */
if(butt_jump && !controller->hold(Controller::DOWN))
butt_jump = false;
-
-#if 0
- // Do butt jump
- if (butt_jump && on_ground() && is_big()) {
- // Add a smoke cloud
- if (duck)
- Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
- else
- Sector::current()->add_smoke_cloud(
- Vector(get_pos().x - 32, get_pos().y + 32));
-
- butt_jump = false;
-
- // Break bricks beneath Tux
- if(Sector::current()->trybreakbrick(
- Vector(base.x + 1, base.y + base.height), false)
- || Sector::current()->trybreakbrick(
- Vector(base.x + base.width - 1, base.y + base.height), false)) {
- physic.set_velocity_y(2);
- butt_jump = true;
- }
-
- // Kill nearby badguys
- std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
- for (std::vector<GameObject*>::iterator i = gameobjects.begin();
- i != gameobjects.end();
- i++) {
- BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
- if(badguy) {
- // don't kill when badguys are already dying or in a certain mode
- if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
- badguy->mode != BadGuy::BOMB_EXPLODE) {
- if (fabsf(base.x - badguy->base.x) < 96 &&
- fabsf(base.y - badguy->base.y) < 64)
- badguy->kill_me(25);
- }
- }
- }
- }
-#endif
-
- /** jumping is only allowed if we're about to touch ground soon and if the
- * button has been up in between the last jump
- */
- // FIXME
-#if 0
- if ( (issolid(get_pos().x + bbox.get_width() / 2,
- get_pos().y + bbox.get_height() + 64) ||
- issolid(get_pos().x + 1, get_pos().y + bbox.get_height() + 64) ||
- issolid(get_pos().x + bbox.get_width() - 1,
- get_pos().y + bbox.get_height() + 64))
- && jumping == false
- && can_jump == false
- && input.jump && !input.old_jump)
- {
- can_jump = true;
- }
-#endif
}
void
Player::handle_input()
{
+ if (ghost_mode) {
+ handle_input_ghost();
+ return;
+ }
+
if(!controller->hold(Controller::ACTION) && grabbed_object) {
// move the grabbed object a bit away from tux
Vector pos = get_pos() +
log_debug << "Non MovingObjetc grabbed?!?" << std::endl;
}
grabbed_object->ungrab(*this, dir);
- grabbed_object = 0;
+ grabbed_object = NULL;
}
}
+
+ /* Peeking */
+ if( controller->released( Controller::PEEK_LEFT ) ) {
+ peeking = AUTO;
+ }
+ if( controller->released( Controller::PEEK_RIGHT ) ) {
+ peeking = AUTO;
+ }
+ if( controller->pressed( Controller::PEEK_LEFT ) ) {
+ peeking = LEFT;
+ }
+ if( controller->pressed( Controller::PEEK_RIGHT ) ) {
+ peeking = RIGHT;
+ }
/* Handle horizontal movement: */
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))
can_jump = true;
+
+ /* Handle vertical movement: */
handle_vertical_input();
/* Shoot! */
shooting_timer.start(SHOOTING_TIME);
}
- /* Duck! */
- if (controller->hold(Controller::DOWN) && is_big() && !duck
- && physic.get_velocity_y() == 0 && on_ground()) {
- duck = true;
- bbox.move(Vector(0, 32));
- bbox.set_height(31.8);
- } else if(!controller->hold(Controller::DOWN) && is_big() && duck) {
- // if we have some velocity left then check if there is space for
- // unducking
- bbox.move(Vector(0, -32));
- bbox.set_height(63.8);
- 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);
- }
+ /* Duck or Standup! */
+ if (controller->hold(Controller::DOWN)) do_duck(); else do_standup();
+
+}
+
+void
+Player::handle_input_ghost()
+{
+ float vx = 0;
+ float vy = 0;
+ if (controller->hold(Controller::LEFT)) {
+ dir = LEFT;
+ vx -= MAX_RUN_XM * 2;
}
+ if (controller->hold(Controller::RIGHT)) {
+ dir = RIGHT;
+ vx += MAX_RUN_XM * 2;
+ }
+ if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
+ vy -= MAX_RUN_XM * 2;
+ }
+ if (controller->hold(Controller::DOWN)) {
+ vy += MAX_RUN_XM * 2;
+ }
+ if (controller->hold(Controller::ACTION)) {
+ set_ghost_mode(false);
+ }
+ physic.set_velocity(vx, vy);
+ physic.set_acceleration(0, 0);
}
void
player_status->add_coins(count);
}
-void
+bool
Player::add_bonus(const std::string& bonustype)
{
+ BonusType type = NO_BONUS;
+
if(bonustype == "grow") {
- add_bonus(GROWUP_BONUS);
+ type = GROWUP_BONUS;
} else if(bonustype == "fireflower") {
- add_bonus(FIRE_BONUS);
+ type = FIRE_BONUS;
} else if(bonustype == "iceflower") {
- add_bonus(ICE_BONUS);
+ type = ICE_BONUS;
} else if(bonustype == "none") {
- add_bonus(NO_BONUS);
+ type = NO_BONUS;
} else {
std::ostringstream msg;
msg << "Unknown bonus type " << bonustype;
throw std::runtime_error(msg.str());
}
+
+ return add_bonus(type);
}
-void
+bool
Player::add_bonus(BonusType type, bool animate)
{
// always ignore NO_BONUS
if (type == NO_BONUS) {
- return;
+ return true;
}
// ignore GROWUP_BONUS if we're already big
if (type == GROWUP_BONUS) {
- if (player_status->bonus == GROWUP_BONUS) return;
- if (player_status->bonus == FIRE_BONUS) return;
- if (player_status->bonus == ICE_BONUS) return;
+ if (player_status->bonus == GROWUP_BONUS)
+ return true;
+ if (player_status->bonus == FIRE_BONUS)
+ return true;
+ if (player_status->bonus == ICE_BONUS)
+ return true;
}
- set_bonus(type, animate);
+ return set_bonus(type, animate);
}
-void
+bool
Player::set_bonus(BonusType type, bool animate)
{
if(player_status->bonus == NO_BONUS) {
- adjust_height = 62.8;
+ if (!adjust_height(62.8)) {
+ printf("can't adjust\n");
+ return false;
+ }
if(animate)
growing_timer.start(GROWING_TIME);
}
if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
+ if ((player_status->bonus == FIRE_BONUS) && (animate)) {
+ // visually lose helmet
+ Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
+ Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
+ Vector paccel = Vector(0, 1000);
+ std::string action = (dir==LEFT)?"left":"right";
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
+ }
player_status->max_fire_bullets = 0;
player_status->max_ice_bullets = 0;
}
if (type == ICE_BONUS) player_status->max_ice_bullets++;
player_status->bonus = type;
+ return true;
}
void
Player::set_visible(bool visible)
{
this->visible = visible;
+ if( visible )
+ set_group(COLGROUP_MOVING);
+ else
+ set_group(COLGROUP_DISABLED);
}
bool
int layer = LAYER_OBJECTS + 1;
/* Set Tux sprite action */
- if (duck && is_big())
+ if (backflipping)
+ {
+ if(dir == LEFT)
+ tux_body->set_action("backflip-left");
+ else // dir == RIGHT
+ tux_body->set_action("backflip-right");
+ }
+ else if (duck && is_big())
{
if(dir == LEFT)
tux_body->set_action("duck-left");
/* Draw Tux */
if(dying) {
smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1);
- } else if(growing_timer.get_timeleft() > 0) {
+ }
+ else if ((growing_timer.get_timeleft() > 0) && (!duck)) {
if (dir == RIGHT) {
context.draw_surface(growingtux_right[int((growing_timer.get_timegone() *
- GROWING_FRAMES) / GROWING_TIME)], get_pos() - Vector(0, 32), layer);
+ GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
} else {
context.draw_surface(growingtux_left[int((growing_timer.get_timegone() *
- GROWING_FRAMES) / GROWING_TIME)], get_pos() - Vector(0, 32), layer);
+ GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
}
}
else if (safe_timer.started() && size_t(game_time*40)%2)
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(game_time*20)%2)
- && !dying)
- {
- if (!is_big() || duck)
- smalltux_star->draw(context, get_pos(), layer + 5);
- else
- bigtux_star->draw(context, get_pos(), layer + 5);
- }
}
void
kill(false);
}
+void
+Player::collision_solid(const CollisionHit& hit)
+{
+ if(hit.bottom) {
+ if(physic.get_velocity_y() > 0)
+ physic.set_velocity_y(0);
+
+ on_ground_flag = true;
+ floor_normal = hit.slope_normal;
+ } else if(hit.top) {
+ if(physic.get_velocity_y() < 0)
+ physic.set_velocity_y(.2);
+ }
+
+ if(hit.left || hit.right) {
+ physic.set_velocity_x(0);
+ }
+
+ // crushed?
+ if(hit.crush) {
+ if(hit.left || hit.right) {
+ kill(true);
+ } else if(hit.top || hit.bottom) {
+ kill(false);
+ }
+ }
+}
+
HitResponse
-Player::collision(GameObject& other, const CollisionHit& hit)
+Player::collision(GameObject& other, const CollisionHit& )
{
Bullet* bullet = dynamic_cast<Bullet*> (&other);
if(bullet) {
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) {
+ assert(portable != NULL);
+ if(portable && grabbed_object == NULL
+ && controller->hold(Controller::ACTION)
+ /*&& fabsf(hit.normal.x) > .9*/) {
grabbed_object = portable;
+ grabbed_object->grab(*this, get_pos(), dir);
return CONTINUE;
}
}
-
- if(other.get_flags() & FLAG_SOLID) {
- /*
- printf("Col %p: HN: %3.1f %3.1f D %.1f P: %3.1f %3.1f M: %3.1f %3.1f\n",
- &other,
- hit.normal.x, hit.normal.y, hit.depth,
- get_pos().x, get_pos().y,
- movement.x, movement.y);
- */
-
- if(hit.normal.y < 0) { // landed on floor?
- 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);
- }
-
- // hack platforms so that we stand normally on them when going down...
- Platform* platform = dynamic_cast<Platform*> (&other);
- if(platform != NULL) {
- if(platform->get_speed().y > 0)
- physic.set_velocity_y(-platform->get_speed().y);
- //physic.set_velocity_x(platform->get_speed().x);
- }
- } else if(hit.normal.y > 0) { // bumped against the roof
- physic.set_velocity_y(.1);
-
- // hack platform so that we are not glued to it from below
- Platform* platform = dynamic_cast<Platform*> (&other);
- if(platform != NULL) {
- physic.set_velocity_y(-platform->get_speed().y);
- }
- }
-
- if(fabsf(hit.normal.x) > .9) { // hit on the side?
- physic.set_velocity_x(0);
- }
-
- MovingObject* omov = dynamic_cast<MovingObject*> (&other);
- if(omov != NULL) {
- Vector mov = movement - omov->get_movement();
- /*
- printf("W %p - HITN: %3.1f %3.1f D:%3.1f TM: %3.1f %3.1f TD: %3.1f %3.1f PM: %3.2f %3.1f\n",
- omov,
- hit.normal.x, hit.normal.y,
- hit.depth,
- movement.x, movement.y,
- dest.p1.x, dest.p1.y,
- omov->get_movement().x, omov->get_movement().y);
- */
- }
-
- return CONTINUE;
- }
#ifdef DEBUG
assert(dynamic_cast<MovingObject*> (&other) != NULL);
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
if(badguy != NULL) {
- if(safe_timer.started())
+ if(safe_timer.started() || invincible_timer.started())
return FORCE_MOVE;
return CONTINUE;
if(dying || deactivated)
return;
- if(!completely &&
- (safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0))
+ if(!completely && (safe_timer.started() || invincible_timer.started()))
return;
sound_manager->play("sounds/hurt.wav");
if(player_status->bonus == FIRE_BONUS
|| player_status->bonus == ICE_BONUS) {
safe_timer.start(TUX_SAFE_TIME);
- set_bonus(GROWUP_BONUS);
+ set_bonus(GROWUP_BONUS, true);
} else {
//growing_timer.start(GROWING_TIME);
safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
- adjust_height = 30.8;
+ adjust_height(30.8);
duck = false;
- set_bonus(NO_BONUS);
+ set_bonus(NO_BONUS, true);
}
} else {
for (int i = 0; (i < 5) && (i < player_status->coins); i++)
}
physic.enable_gravity(true);
physic.set_acceleration(0, 0);
- physic.set_velocity(0, 700);
+ physic.set_velocity(0, -700);
player_status->coins -= 25;
- set_bonus(NO_BONUS);
+ set_bonus(NO_BONUS, true);
dying = true;
dying_timer.start(3.0);
set_group(COLGROUP_DISABLED);
void
Player::move(const Vector& vector)
{
- bbox.set_pos(vector);
+ set_pos(vector);
+
+ // TODO: do we need the following? Seems irrelevant to moving the player
if(is_big())
- bbox.set_size(31.8, 63.8);
+ set_size(31.8, 63.8);
else
- bbox.set_size(31.8, 31.8);
+ set_size(31.8, 31.8);
duck = false;
last_ground_y = vector.y;
if (get_pos().x < 0) {
// Lock Tux to the size of the level, so that he doesn't fall of
// on the left side
- bbox.set_pos(Vector(0, get_pos().y));
+ set_pos(Vector(0, get_pos().y));
}
/* Keep in-bounds, vertically: */
bool adjust = false;
// can happen if back scrolling is disabled
if(get_pos().x < camera->get_translation().x) {
- bbox.set_pos(Vector(camera->get_translation().x, get_pos().y));
+ set_pos(Vector(camera->get_translation().x, get_pos().y));
adjust = true;
}
if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
{
- bbox.set_pos(Vector(
+ set_pos(Vector(
camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
get_pos().y));
adjust = true;
}
void
+Player::add_velocity(const Vector& velocity, const Vector& end_speed)
+{
+ if (end_speed.x > 0) physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
+ if (end_speed.x < 0) physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
+ if (end_speed.y > 0) physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
+ if (end_speed.y < 0) physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
+}
+
+void
Player::bounce(BadGuy& )
{
if(controller->hold(Controller::JUMP))
- physic.set_velocity_y(520);
+ physic.set_velocity_y(-520);
else
- physic.set_velocity_y(300);
+ physic.set_velocity_y(-300);
}
//Scripting Functions Below
void
Player::deactivate()
{
+ if (deactivated) return;
deactivated = true;
physic.set_velocity_x(0);
physic.set_velocity_y(0);
void
Player::activate()
{
+ if (!deactivated) return;
deactivated = false;
}
physic.set_velocity_x(speed);
}
+void
+Player::set_ghost_mode(bool enable)
+{
+ if (ghost_mode == enable) return;
+ if (enable) {
+ ghost_mode = true;
+ set_group(COLGROUP_DISABLED);
+ physic.enable_gravity(false);
+ log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
+ } else {
+ ghost_mode = false;
+ set_group(COLGROUP_MOVING);
+ physic.enable_gravity(true);
+ log_debug << "You feel solid again." << std::endl;
+ }
+}
+