/* Times: */
static const float TUX_SAFE_TIME = 1.8f;
-static const float TUX_INVINCIBLE_TIME = 10.0f;
+static const float TUX_INVINCIBLE_TIME = 14.0f;
static const float TUX_INVINCIBLE_TIME_WARNING = 2.0f;
static const float GROWING_TIME = 0.35f;
static const int GROWING_FRAMES = 7;
bool dying;
bool backflipping;
int backflip_direction;
- Direction peeking;
+ Direction peekingX, peekingY;
bool swimming;
float speedlimit;
Controller* scripting_controller_old; /**< Saves the old controller while the scripting_controller is used */
+ bool jump_early_apex;
public:
Direction dir;
bool on_ground_flag;
bool jumping;
bool can_jump;
- bool butt_jump;
+ Timer jump_button_timer; /**< started when player presses the jump button; runs until Tux jumps or JUMP_GRACE_TIME runs out */
+ bool wants_buttjump;
+ bool does_buttjump;
Timer invincible_timer;
Timer skidding_timer;
Timer shooting_timer; // used to show the arm when Tux is shooting
Timer dying_timer;
bool growing;
- Timer idle_timer;
Timer backflip_timer;
public:
{
return dying;
}
- Direction peeking_direction() const
+ Direction peeking_direction_x() const
{
- return peeking;
+ return peekingX;
+ }
+
+ Direction peeking_direction_y() const
+ {
+ return peekingY;
}
void kill(bool completely);
void do_jump(float yspeed);
/**
- * Adds velocity to the player (be carefull when using this)
+ * Adds velocity to the player (be careful when using this)
*/
void add_velocity(const Vector& velocity);
{
return grabbed_object;
}
+ void stop_grabbing()
+ {
+ grabbed_object = NULL;
+ }
/**
* Switches ghost mode on/off.
void deactivate();
void walk(float speed);
+ void do_jump_apex();
+ void early_jump_apex();
+
/**
* slows Tux down a little, based on where he's standing
*/
Timer unduck_hurt_timer; /**< if Tux wants to stand up again after ducking and cannot, this timer is started */
+ Timer idle_timer;
+ unsigned int idle_stage;
+
Climbable* climbing; /**< Climbable object we are currently climbing, null if none */
};