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 };
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);
+
private:
void handle_input();
void handle_input_ghost(); /**< input handling while in ghost mode */
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 */