class BadGuy;
class Portable;
+class Climbable;
/* Times: */
-static const float TUX_SAFE_TIME = 1.8;
-static const float TUX_INVINCIBLE_TIME = 10.0;
-static const float TUX_INVINCIBLE_TIME_WARNING = 2.0;
-static const float GROWING_TIME = 0.35;
+static const float TUX_SAFE_TIME = 1.8f;
+static const float TUX_INVINCIBLE_TIME = 10.0f;
+static const float TUX_INVINCIBLE_TIME_WARNING = 2.0f;
+static const float GROWING_TIME = 0.35f;
static const int GROWING_FRAMES = 7;
class Camera;
extern TuxBodyParts* fire_tux;
extern TuxBodyParts* ice_tux;
-class Player : public MovingObject, public Scripting::Player, public ScriptInterface
+class Player : public MovingObject, public UsesPhysic, public Scripting::Player, public ScriptInterface
{
public:
enum FallMode { ON_GROUND, JUMPING, TRAMPOLINE_JUMP, FALLING };
PlayerStatus* player_status;
bool duck;
bool dead;
+ //Tux can only go this fast. If set to 0 no special limit is used, only the default limits.
+ void set_speedlimit(float newlimit);
+ float get_speedlimit();
private:
bool dying;
int backflip_direction;
Direction peeking;
bool swimming;
+ float speedlimit;
public:
Direction dir;
Timer growing_timer;
Timer idle_timer;
Timer backflip_timer;
- Physic physic;
public:
Player(PlayerStatus* player_status, const std::string& name);
virtual bool add_bonus(const std::string& bonus);
virtual void add_coins(int count);
+ virtual int get_coins();
/**
* picks up a bonus, taking care not to pick up lesser bonus items than we already have
*/
bool adjust_height(float new_height);
+ /**
+ * Orders the current GameSession to start a sequence
+ */
+ void trigger_sequence(std::string sequence_name);
+
+ /**
+ * Requests that the player start climbing the given Climbable
+ */
+ void start_climbing(Climbable& climbable);
+
+ /**
+ * Requests that the player stop climbing the given Climbable
+ */
+ void stop_climbing(Climbable& climbable);
+
private:
void handle_input();
void handle_input_ghost(); /**< input handling while in ghost mode */
+ void handle_input_climbing(); /**< input handling while climbing */
bool deactivated;
void init();
bool ghost_mode; /**< indicates if Tux should float around and through solid objects */
Timer unduck_hurt_timer; /**< if Tux wants to stand up again after ducking and cannot, this timer is started */
+
+ Climbable* climbing; /**< Climbable object we are currently climbing, null if none */
};
#endif /*SUPERTUX_PLAYER_H*/