void
Player::init()
{
- Level* plevel = World::current()->get_level();
-
holding_something = false;
base.width = 32;
size = SMALL;
got_power = NONE_POWER;
- base.x = plevel->start_pos_x;
- base.y = plevel->start_pos_y;
+ base.x = 0;
+ base.y = 0;
previous_base = old_base = base;
dir = RIGHT;
old_dir = dir;
duck = false;
+ dead = false;
dying = DYING_NOT;
+ last_ground_y = 0;
+ fall_mode = ON_GROUND;
jumping = false;
can_jump = true;
butt_jump = false;
{
bool jumped_in_solid = false;
+ if(dying && !dying_timer.check()) {
+ dead = true;
+ return;
+ }
+
if (input.fire == UP)
holding_something = false;
collision_swept_object_map(&old_base, &base);
- if (!invincible_timer.started()
+ if ((!invincible_timer.started() && !safe_timer.started())
&& (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
|| isspike(base.x, base.y + base.height)
|| isspike(base.x + base.width, base.y + base.height)))
void
Player::handle_vertical_input()
{
+ // set fall mode...
+ if(on_ground()) {
+ fall_mode = ON_GROUND;
+ last_ground_y = base.y;
+ } else {
+ if(base.y > last_ground_y)
+ fall_mode = FALLING;
+ else if(fall_mode == ON_GROUND)
+ fall_mode = JUMPING;
+ }
+
// Press jump key
if(input.up == DOWN && can_jump && on_ground())
{
}
void
-Player::draw(ViewPort& viewport, int layer)
+Player::draw(Camera& viewport, int layer)
{
PlayerSprite* sprite;
if(layer == LAYER_OBJECTS + 1) {
// Draw arm overlay graphics when Tux is holding something
- if ((holding_something && physic.get_velocity_y() == 0) || shooting_timer.check())
+ if ((holding_something && physic.get_velocity_y() == 0) || shooting_timer.check() && !duck)
{
if (dir == RIGHT)
sprite->grab_right->draw(pos);
pplatform_c = (FlyingPlatform*) p_c_object;
base.y = pplatform_c->base.y - base.height;
+ physic.set_velocity_x(pplatform_c->get_vel_x());
+
+ physic.enable_gravity(false);
+ can_jump = true;
+ fall_mode = ON_GROUND;
break;
default:
void
Player::kill(HurtMode mode)
{
+ if(dying)
+ return;
+
play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
physic.set_velocity_x(0);
physic.enable_gravity(true);
physic.set_acceleration(0, 0);
physic.set_velocity(0, 7);
- if(dying != DYING_SQUISHED)
--player_status.lives;
dying = DYING_SQUISHED;
+ dying_timer.start(3000);
}
}
-void
-Player::is_dying()
-{
- remove_powerups();
- dying = DYING_NOT;
-}
-
-bool Player::is_dead()
-{
- float scroll_x =
- World::current()->displaymanager.get_viewport().get_translation().x;
- float scroll_y =
- World::current()->displaymanager.get_viewport().get_translation().y;
- if(base.y > screen->h + scroll_y || base.y > World::current()->get_level()->height*32 ||
- base.x < scroll_x - AUTOSCROLL_DEAD_INTERVAL) // can happen in auto-scrolling
- return true;
- else
- return false;
-}
-
/* Remove Tux's power ups */
void
Player::remove_powerups()
}
void
-Player::check_bounds(ViewPort& viewport,
- bool back_scrolling, bool hor_autoscroll)
+Player::move(const Vector& vector)
+{
+ base.x = vector.x;
+ base.y = vector.y;
+ old_base = previous_base = base;
+}
+
+void
+Player::check_bounds(Camera& viewport)
{
/* Keep tux in bounds: */
if (base.x < 0)
if (base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32)
{
kill(KILL);
+ return;
}
- if(base.x < viewport.get_translation().x && (!back_scrolling || hor_autoscroll)) // can happen if back scrolling is disabled
+ bool adjust = false;
+ // can happen if back scrolling is disabled
+ if(base.x < viewport.get_translation().x) {
base.x = viewport.get_translation().x;
+ adjust = true;
+ }
+ if(base.x >= viewport.get_translation().x + screen->w - base.width) {
+ base.x = viewport.get_translation().x + screen->w - base.width;
+ adjust = true;
+ }
- if(hor_autoscroll)
- {
- if(base.x == viewport.get_translation().x)
- if(issolid(base.x+32, base.y) || (size != SMALL && issolid(base.x+32, base.y+32)))
- kill(KILL);
-
- if(base.x + base.width > viewport.get_translation().x + screen->w)
- base.x = viewport.get_translation().x + screen->w - base.width;
+ if(adjust) {
+ // squished now?
+ if(collision_object_map(base)) {
+ kill(KILL);
+ return;
}
-
+ }
}
// EOF //