converted player to new object system
[supertux.git] / src / player.cpp
index cdfa36f..0ab9d26 100644 (file)
@@ -64,6 +64,16 @@ void player_input_init(player_input_type* pplayer_input)
   pplayer_input->old_up = UP;
 }
 
+Player::Player(DisplayManager& display_manager)
+{
+  display_manager.add_drawable(this, LAYER_OBJECTS);
+  init();
+}
+
+Player::~Player()
+{
+}
+
 void
 Player::init()
 {
@@ -162,7 +172,7 @@ Player::level_begin()
 }
 
 void
-Player::action(double frame_ratio)
+Player::action(float elapsed_time)
 {
   bool jumped_in_solid = false;
 
@@ -176,7 +186,7 @@ Player::action(double frame_ratio)
   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) 
     {
@@ -203,7 +213,7 @@ Player::action(double frame_ratio)
       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;
         }
 
@@ -390,49 +400,51 @@ void
 Player::handle_vertical_input()
 {
   // Press jump key
-  if(input.up == DOWN && can_jump)
+  if(input.up == DOWN && can_jump && on_ground())
     {
-      if (on_ground())
-        {
-          // jump higher if we are running
-          if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
-            physic.set_velocity_y(5.8);
-          else
-            physic.set_velocity_y(5.2);
+      if(duck) { // only jump a little bit when in duck mode {
+        physic.set_velocity_y(3);
+      } else {
+        // jump higher if we are running
+        if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
+          physic.set_velocity_y(5.8);
+        else
+          physic.set_velocity_y(5.2);
+      }
 
-          --base.y;
-          jumping = true;
-          can_jump = false;
-          if (size == SMALL)
-            play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
-          else
-            play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
-        }
+      --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
+        play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
     }
   // Let go of jump key
-  else if(input.up == UP && jumping)
+  else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
     {
       jumping = false;
-      if(physic.get_velocity_y() > 0) {
-        physic.set_velocity_y(0);
-      }
+      physic.set_velocity_y(0);
+      butt_jump = false;  // jump was not full, disable butt jump
     }
 
-  if (input.down == DOWN && !on_ground() && !duck)
-    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 (isbrick(base.x, base.y + base.height))
-      World::current()->trybreakbrick(base.x, base.y + base.height, false);
-    if (isbrick(base.x + base.width, base.y + base.height))
-      World::current()->trybreakbrick(base.x + base.width, base.y + base.height, false);
-
-    butt_jump = false;
+    if(World::current()->trybreakbrick(base.x, base.y + base.height, false)
+      || World::current()->trybreakbrick(
+          base.x + base.width, base.y + base.height, false)) {
+        // make tux jumping a little bit again after breaking the bricks
+        physic.set_velocity_y(2);
+    }
+//    butt_jump = false;
   }
 
-
   if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
         issolid(base.x + 1, base.y + base.height + 64) ||
         issolid(base.x + base.width - 1, base.y + base.height + 64))
@@ -444,6 +456,9 @@ Player::handle_vertical_input()
       can_jump = true;
     }
 
+  if(on_ground())   /* Make sure jumping is off. */
+    jumping = false;
+
   input.old_up = input.up;
 }
 
@@ -457,16 +472,13 @@ Player::handle_input()
 
   if (on_ground() && input.up == UP)
     can_jump = true;
-  if (input.up == DOWN || (input.up == UP && jumping))
-    {
-      handle_vertical_input();
-    }
+  handle_vertical_input();
 
   /* Shoot! */
-
   if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
     {
-      World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir);
+      holding_something = true;
+      World::current()->add_bullet(base.x, base.y + (base.height/2), physic.get_velocity_x(), dir);
       input.old_fire = DOWN;
     }
 
@@ -501,13 +513,21 @@ Player::handle_input()
       // changing base size confuses collision otherwise
       old_base = previous_base = base;
     }
-  else if(input.down == UP && size == BIG && duck && physic.get_velocity_y() == 0 && on_ground())
+  else if(input.down == UP && size == BIG && duck)
     {
-      duck = false;
+      // try if we can really unduck
       base.y -= 32;
       base.height = 64;
-      // changing base size confuses collision otherwise
-      old_base = previous_base = base;                        
+      // when unducking in air we need some space to do so
+      if(on_ground() || !collision_object_map(base)) {
+        duck = false;
+        // changing base size confuses collision otherwise
+        old_base = previous_base = base;                                
+      } else {
+        // undo the ducking changes
+        base.y += 32;
+        base.height = 32;
+      }   
     }
 }
 
@@ -556,8 +576,11 @@ Player::grabdistros()
 }
 
 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)
@@ -650,6 +673,14 @@ Player::draw()
 }
 
 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;
@@ -796,7 +827,8 @@ Player::is_dying()
 
 bool Player::is_dead()
 {
-  if(base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32 || base.x < scroll_x - AUTOSCROLL_DEAD_INTERVAL)  // last condition can happen in auto-scrolling
+  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;
@@ -822,7 +854,7 @@ Player::check_bounds(bool back_scrolling, bool hor_autoscroll)
     }
 
   /* Keep in-bounds, vertically: */
-  if (base.y > sWorld::current()->get_level()->height * /*TILE_HEIGHT*/ 32)
+  if (base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32)
     {
       kill(KILL);
     }