#include "sprite.h"
#include "screen.h"
+// behavior definitions:
+#define TILES_FOR_BUTTJUMP 3
+// animation times (in ms):
+#define SHOOTING_TIME 320
+// others stuff:
#define AUTOSCROLL_DEAD_INTERVAL 300
Surface* tux_life;
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;
safe_timer.init(true);
frame_timer.init(true);
kick_timer.init(true);
+ shooting_timer.init(true);
physic.reset();
}
{
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)))
issolid(base.x + base.width - 1, base.y) );
}
+bool
+Player::tiles_on_air(int tiles)
+{
+ for(int t = 0; t != tiles; t++)
+ {
+ if(issolid(base.x + base.width / 2, base.y + base.height + (tiles*32)) ||
+ issolid(base.x + 1, base.y + base.height + (tiles*32)) ||
+ issolid(base.x + base.width - 1, base.y + base.height + (tiles*32)))
+ return false;
+ }
+ return true;
+}
+
void
Player::handle_horizontal_input()
{
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())
{
--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
}
- /* 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)
+ /* In case the player has pressed Down while in a certain range of air,
+ enable butt jump action */
+ if (input.down == DOWN && !butt_jump)
+ if(tiles_on_air(TILES_FOR_BUTTJUMP))
+ butt_jump = true;
+
+ /* When Down is not held anymore, disable butt jump */
+ if(butt_jump && input.down == UP)
+ butt_jump = false;
+
+ if (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; // comment this, in case you won't to disable the continued use of buttjump
}
if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
/* Shoot! */
if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
{
- holding_something = true;
- World::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
- physic.get_velocity_x(), dir);
+ if(World::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
+ physic.get_velocity_x(), dir))
+ shooting_timer.start(SHOOTING_TIME);
input.old_fire = DOWN;
}
}
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)
+ if ((holding_something && physic.get_velocity_y() == 0) || shooting_timer.check() && !duck)
{
if (dir == RIGHT)
sprite->grab_right->draw(pos);
}
if (debug_mode)
- fillrect(base.x - scroll_x, base.y - scroll_y,
+ fillrect(base.x - viewport.get_translation().x,
+ base.y - viewport.get_translation().y,
base.width, base.height, 75,75,75, 150);
}
{
BadGuy* pbad_c = NULL;
Trampoline* ptramp_c = NULL;
+ FlyingPlatform* pplatform_c = NULL;
switch (c_object)
{
}
}
*/
-
+ break;
+ case CO_FLYING_PLATFORM:
+ pplatform_c = (FlyingPlatform*) p_c_object;
+
+ base.y = pplatform_c->base.y - base.height;
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()
-{
- 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(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,
+ bool back_scrolling, bool hor_autoscroll)
{
/* 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 < scroll_x && (!back_scrolling || hor_autoscroll)) // can happen if back scrolling is disabled
- base.x = scroll_x;
+ 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(adjust) {
+ // squished now?
+ if(collision_object_map(base)) {
+ kill(KILL);
+ return;
+ }
+ }
if(hor_autoscroll)
{
- if(base.x == scroll_x)
+ 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 > scroll_x + screen->w)
- base.x = scroll_x + screen->w - base.width;
+ if(base.x + base.width > viewport.get_translation().x + screen->w)
+ base.x = viewport.get_translation().x + screen->w - base.width;
}
}