New Path based on time intervals; see levels/test/platform.stl
[supertux.git] / src / object / player.cpp
index 6ac97dd..d745864 100644 (file)
@@ -101,9 +101,9 @@ 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();
 }
 
@@ -141,6 +141,8 @@ Player::init()
   on_ground_flag = false;
   grabbed_object = 0;
 
+  floor_normal = Vector(0,-1);
+
   physic.reset();
 }
 
@@ -153,19 +155,21 @@ 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() + 
@@ -190,7 +194,6 @@ 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
@@ -324,11 +327,21 @@ 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);
 }
@@ -720,6 +733,20 @@ 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);
     }
@@ -746,8 +773,12 @@ 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;
 }
@@ -818,7 +849,6 @@ 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;