#include "sprite/sprite.hpp"
#include "physic.hpp"
#include "control/controller.hpp"
+#include "control/codecontroller.hpp"
#include "scripting/player.hpp"
#include "player_status.hpp"
#include "display_effect.hpp"
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 = 14.0f;
+static const float TUX_INVINCIBLE_TIME_WARNING = 2.0f;
+static const float GROWING_TIME = 0.35f;
static const int GROWING_FRAMES = 7;
class Camera;
class PlayerStatus;
-extern Surface* growingtux_left[GROWING_FRAMES];
-extern Surface* growingtux_right[GROWING_FRAMES];
-
-class TuxBodyParts
-{
-public:
- TuxBodyParts()
- : head(0), body(0), arms(0), feet(0)
- { }
- ~TuxBodyParts() {
- delete head;
- delete body;
- delete arms;
- delete feet;
- }
-
- void set_action(std::string action, int loops = -1);
- void one_time_animation();
- void draw(DrawingContext& context, const Vector& pos, int layer);
-
- Sprite* head;
- Sprite* body;
- Sprite* arms;
- Sprite* feet;
-};
-
-extern TuxBodyParts* small_tux;
-extern TuxBodyParts* big_tux;
-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 };
Controller* controller;
+ CodeController* scripting_controller; /**< This controller is used when the Player is controlled via scripting */
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;
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;
Direction old_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 kick_timer;
Timer shooting_timer; // used to show the arm when Tux is shooting
Timer dying_timer;
- Timer growing_timer;
- Timer idle_timer;
+ bool growing;
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 controller;
}
+ void use_scripting_controller(bool use_or_release);
+ void do_scripting_controller(std::string control, bool pressed);
+
virtual void update(float elapsed_time);
virtual void draw(DrawingContext& context);
virtual void collision_solid(const CollisionHit& hit);
{
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 check_bounds(Camera* camera);
void move(const Vector& vector);
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
*
* @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.
*/
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);
* Adds velocity to the player until given end speed is reached
*/
void add_velocity(const Vector& velocity, const Vector& end_speed);
+
+ /**
+ * Returns the current velocity of the player
+ */
+ Vector get_velocity();
void bounce(BadGuy& badguy);
{
return grabbed_object;
}
+ void stop_grabbing()
+ {
+ grabbed_object = NULL;
+ }
/**
- * Switches ghost mode on/off.
+ * Switches ghost mode on/off.
* Lets Tux float around and through solid objects.
*/
void set_ghost_mode(bool enable);
/**
+ * Switches edit mode on/off.
+ * In edit mode, Tux will enter ghost_mode instead of dying.
+ */
+ void set_edit_mode(bool enable);
+
+ /**
* Returns whether ghost mode is currently enabled
*/
bool get_ghost_mode() { return ghost_mode; }
*/
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();
-
+
void handle_horizontal_input();
void handle_vertical_input();
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
*/
Portable* grabbed_object;
+ Sprite* sprite; /**< The main sprite representing Tux */
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 */
+ bool edit_mode; /**< indicates if Tux should switch to ghost mode rather than dying */
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 */
};
#endif /*SUPERTUX_PLAYER_H*/