// $Id$
//
-// SuperTux - A Jump'n Run
-// Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
+// SuperTux
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
#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/bullet.hpp"
#include "trigger/trigger_base.hpp"
#include "control/joystickkeyboardcontroller.hpp"
+#include "scripting/squirrel_util.hpp"
#include "main.hpp"
#include "platform.hpp"
#include "badguy/badguy.hpp"
#include "player_status.hpp"
-#include "msg.hpp"
+#include "log.hpp"
+#include "falling_coin.hpp"
+#include "random_generator.hpp"
static const int TILES_FOR_BUTTJUMP = 3;
static const float SHOOTING_TIME = .150;
if(body != NULL)
body->draw(context, pos, layer-3);
if(arms != NULL)
- arms->draw(context, pos, layer);
+ arms->draw(context, pos, layer+10);
if(feet != NULL)
feet->draw(context, pos, layer-2);
}
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");
+
+ sound_manager->preload("sounds/bigjump.wav");
+ sound_manager->preload("sounds/jump.wav");
+ sound_manager->preload("sounds/hurt.wav");
+ sound_manager->preload("sounds/skid.wav");
+
init();
}
Player::init()
{
if(is_big())
- bbox.set_size(31.8, 63.8);
+ bbox.set_size(31.8, 62.8);
else
- bbox.set_size(31.8, 31.8);
+ bbox.set_size(31.8, 30.8);
adjust_height = 0;
dir = RIGHT;
}
void
+Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+ Scripting::Player* interface = static_cast<Scripting::Player*> (this);
+ Scripting::expose_object(vm, table_idx, interface, "Tux", false);
+}
+
+void
+Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+ Scripting::unexpose_object(vm, table_idx, "Tux");
+}
+
+void
Player::set_controller(Controller* controller)
{
this->controller = controller;
adjust_height = 0;
}
- if(!controller->hold(Controller::ACTION) && grabbed_object) {
- // move the grabbed object a bit away from tux
- Vector pos = get_pos() +
- Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
- bbox.get_height()*0.66666 - 32);
- 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 && !deactivated)
handle_input();
movement = physic.get_movement(elapsed_time);
-#if 0
- // special exception for cases where we're stuck under tiles after
- // being ducked. In this case we drift out
- if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
- && collision_object_map(base)) {
- base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
- previous_base = old_base = base;
- }
-#endif
-
- if(grabbed_object != 0) {
+ if(grabbed_object != 0 && !dying ) {
Vector pos = get_pos() +
Vector(dir == LEFT ? -16 : 16,
bbox.get_height()*0.66666 - 32);
void
Player::handle_input()
{
+ if(!controller->hold(Controller::ACTION) && grabbed_object) {
+ // move the grabbed object a bit away from tux
+ Vector pos = get_pos() +
+ Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
+ bbox.get_height()*0.66666 - 32);
+ 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 {
+ log_debug << "Non MovingObjetc grabbed?!?" << std::endl;
+ }
+ grabbed_object->ungrab(*this, dir);
+ grabbed_object = 0;
+ }
+ }
+
/* Handle horizontal movement: */
if (!backflipping) handle_horizontal_input();
else {
}
void
-Player::set_bonus(BonusType type, bool animate)
+Player::add_coins(int count)
+{
+ player_status->add_coins(count);
+}
+
+void
+Player::add_bonus(const std::string& bonustype)
+{
+ if(bonustype == "grow") {
+ add_bonus(GROWUP_BONUS);
+ } else if(bonustype == "fireflower") {
+ add_bonus(FIRE_BONUS);
+ } else if(bonustype == "iceflower") {
+ add_bonus(ICE_BONUS);
+ } else if(bonustype == "none") {
+ add_bonus(NO_BONUS);
+ } else {
+ std::ostringstream msg;
+ msg << "Unknown bonus type " << bonustype;
+ throw std::runtime_error(msg.str());
+ }
+}
+
+void
+Player::add_bonus(BonusType type, bool animate)
{
- if(player_status->bonus >= type)
+ // always ignore NO_BONUS
+ if (type == NO_BONUS) {
return;
-
+ }
+
+ // 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;
+ }
+
+ set_bonus(type, animate);
+}
+
+void
+Player::set_bonus(BonusType type, bool animate)
+{
if(player_status->bonus == NO_BONUS) {
- adjust_height = 63.8;
+ adjust_height = 62.8;
if(animate)
growing_timer.start(GROWING_TIME);
}
-
+
+ if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
+ player_status->max_fire_bullets = 0;
+ player_status->max_ice_bullets = 0;
+ }
+ if (type == FIRE_BONUS) player_status->max_fire_bullets++;
+ if (type == ICE_BONUS) player_status->max_ice_bullets++;
+
player_status->bonus = type;
}
else
tux_body = small_tux;
- int layer = LAYER_OBJECTS + 10;
+ int layer = LAYER_OBJECTS + 1;
/* Set Tux sprite action */
if (duck && is_big())
/* Draw Tux */
if(dying) {
- smalltux_gameover->draw(context, get_pos(), layer);
+ smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1);
} else if(growing_timer.get_timeleft() > 0) {
if (dir == RIGHT) {
context.draw_surface(growingtux_right[int((growing_timer.get_timegone() *
Player::collision_tile(uint32_t tile_attributes)
{
if(tile_attributes & Tile::HURTS)
- kill(SHRINK);
+ kill(false);
}
HitResponse
/* Kill Player! */
void
-Player::kill(HurtMode mode)
+Player::kill(bool completely)
{
if(dying || deactivated)
return;
- if(mode != KILL &&
- (safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0))
+ if(!completely &&
+ (safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0))
return;
sound_manager->play("sounds/hurt.wav");
physic.set_velocity_x(0);
- if (mode == SHRINK && is_big())
- {
- if (player_status->bonus == FIRE_BONUS
- || player_status->bonus == ICE_BONUS)
- {
- safe_timer.start(TUX_SAFE_TIME);
- player_status->bonus = GROWUP_BONUS;
- }
- else
- {
- //growing_timer.start(GROWING_TIME);
- safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
- adjust_height = 31.8;
- duck = false;
- player_status->bonus = NO_BONUS;
- }
+ if(!completely && is_big()) {
+ if(player_status->bonus == FIRE_BONUS
+ || player_status->bonus == ICE_BONUS) {
+ safe_timer.start(TUX_SAFE_TIME);
+ set_bonus(GROWUP_BONUS);
+ } else {
+ //growing_timer.start(GROWING_TIME);
+ safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
+ adjust_height = 30.8;
+ duck = false;
+ set_bonus(NO_BONUS);
}
- else
+ } 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);
- player_status->lives -= 1;
- player_status->bonus = NO_BONUS;
- dying = true;
- dying_timer.start(3.0);
- set_group(COLGROUP_DISABLED);
-
- DisplayEffect* effect = new DisplayEffect();
- effect->fade_out(3.0);
- Sector::current()->add_object(effect);
- sound_manager->stop_music(3.0);
- }
+ // the numbers: starting x, starting y, velocity y
+ Sector::current()->add_object(new FallingCoin(get_pos() +
+ Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
+ systemRandom.rand(-100,100)));
+ }
+ physic.enable_gravity(true);
+ physic.set_acceleration(0, 0);
+ physic.set_velocity(0, 700);
+ player_status->coins -= 25;
+ set_bonus(NO_BONUS);
+ dying = true;
+ dying_timer.start(3.0);
+ set_group(COLGROUP_DISABLED);
+
+ DisplayEffect* effect = new DisplayEffect();
+ effect->fade_out(3.0);
+ Sector::current()->add_object(effect);
+ sound_manager->stop_music(3.0);
+ }
}
void
Player::check_bounds(Camera* camera)
{
/* Keep tux in bounds: */
- 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));
- }
+ 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));
+ }
/* Keep in-bounds, vertically: */
- if (get_pos().y > Sector::current()->solids->get_height() * 32)
- {
- kill(KILL);
- return;
- }
+ if (get_pos().y > Sector::current()->solids->get_height() * 32) {
+ kill(true);
+ return;
+ }
bool adjust = false;
// can happen if back scrolling is disabled
deactivated = true;
physic.set_velocity_x(0);
physic.set_velocity_y(0);
+ physic.set_acceleration_x(0);
+ physic.set_acceleration_y(0);
}
void
{
physic.set_velocity_x(speed);
}
+