int backflip_direction;
Direction peeking;
bool swimming;
-
+
public:
Direction dir;
Direction old_dir;
Timer idle_timer;
Timer backflip_timer;
Physic physic;
-
+
public:
- Player(PlayerStatus* player_status);
+ Player(PlayerStatus* player_status, const std::string& name);
virtual ~Player();
virtual void expose(HSQUIRRELVM vm, SQInteger table_idx);
{
return peeking;
}
-
+
void kill(bool completely);
void check_bounds(Camera* camera);
void move(const Vector& vector);
virtual bool add_bonus(const std::string& bonus);
virtual void add_coins(int count);
-
+
/**
* picks up a bonus, taking care not to pick up lesser bonus items than we already have
*
* @returns true if the bonus has been set (or was already good enough)
* false if the bonus could not be set (for example no space for big tux)
*/
- bool add_bonus(BonusType type, bool animate = false);
+ bool add_bonus(BonusType type, bool animate = false);
/**
* like add_bonus, but can also downgrade the bonus items carried
- */
- bool set_bonus(BonusType type, bool animate = false);
+ */
+ bool set_bonus(BonusType type, bool animate = false);
PlayerStatus* get_status()
{
// set kick animation
void kick();
- /**
+ /**
* play cheer animation.
* This might need some space and behave in an unpredictable way. Best to use this at level end.
*/
}
/**
- * Switches ghost mode on/off.
+ * Switches ghost mode on/off.
* Lets Tux float around and through solid objects.
*/
void set_ghost_mode(bool enable);
void handle_input();
void handle_input_ghost(); /**< input handling while in ghost mode */
bool deactivated;
-
+
void init();
-
+
void handle_horizontal_input();
void handle_vertical_input();
Sprite* smalltux_star;
Sprite* bigtux_star;
+ std::auto_ptr<Surface> airarrow; /**< arrow indicating Tux' position when he's above the camera */
+
Vector floor_normal;
+ void try_grab();
bool ghost_mode; /**< indicates if Tux should float around and through solid objects */