#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/gameobjs.hpp"
+#include "object/portable.hpp"
+#include "trigger/trigger_base.hpp"
+#include "control/joystickkeyboardcontroller.hpp"
+#include "main.hpp"
+#include "player_status.hpp"
static const int TILES_FOR_BUTTJUMP = 3;
static const float SHOOTING_TIME = .150;
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;
- 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;
}
void
-Player::action(float elapsed_time)
+Player::update(float elapsed_time)
{
if(dying && dying_timer.check()) {
dead = true;
}
}
- if(!dying)
+ if(!dying && !deactivated)
handle_input();
movement = physic.get_movement(elapsed_time);
// 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),
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))
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) {
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)
}
if(other.get_flags() & FLAG_SOLID) {
+ TileMap* tilemap = dynamic_cast<TileMap*> (&other);
+ if(tilemap) {
+ const TilemapCollisionHit* thit =
+ static_cast<const TilemapCollisionHit*> (&hit);
+ if(thit->tileflags & Tile::SPIKE)
+ kill(SHRINK);
+
+ if(! (thit->tileflags & Tile::SOLID))
+ return FORCE_MOVE;
+ }
+
if(hit.normal.y < 0) { // landed on floor?
if (physic.get_velocity_y() < 0)
physic.set_velocity_y(0);
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)
return;
- sound_manager->play_sound("hurt");
+ sound_manager->play("sounds/hurt.wav");
physic.set_velocity_x(0);
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);
+}