pplayer_input->old_up = UP;
}
+Player::Player(DisplayManager& display_manager)
+{
+ display_manager.add_drawable(this, LAYER_OBJECTS);
+ init();
+}
+
+Player::~Player()
+{
+}
+
void
Player::init()
{
}
void
-Player::action(double frame_ratio)
+Player::action(float elapsed_time)
{
bool jumped_in_solid = false;
if(dying == DYING_NOT)
handle_input();
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y);
if(dying == DYING_NOT)
{
if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
&& collision_object_map(base))
{
- base.x += frame_ratio * WALK_SPEED * (dir ? 1: -1);
+ base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
previous_base = old_base = base;
}
--base.y;
jumping = true;
can_jump = false;
+ butt_jump = true; // player started jumping, enable butt jump
if (size == SMALL)
play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
else
{
jumping = false;
physic.set_velocity_y(0);
+ butt_jump = false; // jump was not full, disable butt jump
}
- if (input.down == DOWN && !on_ground() && !duck && size == BIG)
- butt_jump = true;
- else if (input.down == UP)
- butt_jump = false;
- if (input.down == DOWN && butt_jump && on_ground())
+ /* Do butt jump, in case the player has done the combination
+ (full jump and hold DOWN) */
+ if (input.down == UP && physic.get_velocity_y() == World::current()->get_level()->gravity && butt_jump)
+ butt_jump = false; // in case DOWN is not hold after the full jump, disable it
+
+ if (input.down == DOWN && butt_jump && on_ground() && size == BIG)
{
if(World::current()->trybreakbrick(base.x, base.y + base.height, false)
|| World::current()->trybreakbrick(
// make tux jumping a little bit again after breaking the bricks
physic.set_velocity_y(2);
}
- butt_jump = false;
+// butt_jump = false;
}
if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
can_jump = true;
}
+ if(on_ground()) /* Make sure jumping is off. */
+ jumping = false;
+
input.old_up = input.up;
}
}
void
-Player::draw()
+Player::draw(ViewPort& viewport, int )
{
+ float scroll_x = viewport.get_translation().x;
+ float scroll_y = viewport.get_translation().y;
+
if (!safe_timer.started() || (global_frame_counter % 2) == 0)
{
if (dying == DYING_SQUISHED)
}
void
+Player::collision(const MovingObject& other, int collision_type)
+{
+ (void) other;
+ (void) collision_type;
+ // will be implemented later
+}
+
+void
Player::collision(void* p_c_object, int c_object)
{
BadGuy* pbad_c = NULL;