bool dying;
bool backflipping;
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);
virtual void update(float elapsed_time);
virtual void draw(DrawingContext& context);
+ virtual void collision_solid(const CollisionHit& hit);
virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
virtual void collision_tile(uint32_t tile_attributes);
{
return dying;
}
-
+ Direction peeking_direction() const
+ {
+ return peeking;
+ }
+
void kill(bool completely);
void check_bounds(Camera* camera);
void move(const Vector& vector);
- virtual void add_bonus(const std::string& bonus);
+ virtual bool add_bonus(const std::string& bonus);
virtual void add_coins(int count);
- void add_bonus(BonusType type, bool animate = false); /**< picks up a bonus, taking care not to pick up lesser bonus items than we already have */
- void set_bonus(BonusType type, bool animate = false); /**< like add_bonus, but can also downgrade the bonus items carried */
+
+ /**
+ * 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);
+ /**
+ * like add_bonus, but can also downgrade the bonus items carried
+ */
+ bool set_bonus(BonusType type, bool animate = false);
+
PlayerStatus* get_status()
{
return player_status;
void kick();
/**
+ * play cheer animation.
+ * This might need some space and behave in an unpredictable way. Best to use this at level end.
+ */
+ void do_cheer();
+
+ /**
+ * duck down if possible.
+ * this won't last long as long as input is enabled.
+ */
+ void do_duck();
+
+ /**
+ * stand back up if possible.
+ */
+ void do_standup();
+
+ /**
+ * do a backflip if possible.
+ */
+ void do_backflip();
+
+ /**
+ * jump in the air if possible
+ * sensible values for yspeed are negative - unless we want to jump into the ground of course
+ */
+ void do_jump(float yspeed);
+
+ /**
* Adds velocity to the player (be carefull when using this)
*/
void add_velocity(const Vector& velocity);
}
/**
- * 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();
void deactivate();
void walk(float speed);
+ /**
+ * slows Tux down a little, based on where he's standing
+ */
+ void apply_friction();
+
bool visible;
Portable* grabbed_object;
Sprite* smalltux_gameover;
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 */