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;
void set_action(std::string action, int loops = -1);
void one_time_animation();
- void draw(DrawingContext& context, const Vector& pos, int layer);
+ void draw(DrawingContext& context, const Vector& pos, int layer, Portable* grabbed_object);
Sprite* head;
Sprite* body;
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;
* 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*/