#include "resources.h"
#include "interactive_object.h"
#include "video/screen.h"
+#include "statistics.h"
// behavior definitions:
#define TILES_FOR_BUTTJUMP 3
Uint32 drawing_effect)
{
if(head != NULL)
- head->draw(context, pos, layer, drawing_effect);
+ head->draw(context, pos, layer-1, drawing_effect);
if(body != NULL)
- body->draw(context, pos, layer, drawing_effect);
+ body->draw(context, pos, layer-3, drawing_effect);
if(arms != NULL)
- arms->draw(context, pos, layer, drawing_effect);
+ arms->draw(context, pos, layer, drawing_effect);
if(feet != NULL)
- feet->draw(context, pos, layer, drawing_effect);
+ feet->draw(context, pos, layer-2, drawing_effect);
}
Player::Player()
last_ground_y = 0;
fall_mode = ON_GROUND;
jumping = false;
+ flapping = false;
can_jump = true;
+ can_flap = false;
+ enable_hover = false;
butt_jump = false;
frame_main = 0;
shooting_timer.init(true);
growing_timer.init(true);
idle_timer.init(true);
+ flapping_timer.init(true);
physic.reset();
}
--base.y;
jumping = true;
+ flapping = false;
can_jump = false;
+ can_flap = false;
if (size == SMALL)
SoundManager::get()->play_sound(IDToSound(SND_JUMP));
else
// Let go of jump key
else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
{
+ if (!flapping && !duck)
+ {
+ can_flap = true;
+ }
jumping = false;
physic.set_velocity_y(0);
}
+
+ // Flapping
+ if (input.up == DOWN && can_flap)
+ {
+ if (!flapping_timer.started()) {flapping_timer.start(TUX_FLAPPING_TIME);}
+ if (!flapping_timer.check()) {can_flap = false;}
+ jumping = true;
+ flapping = true;
+ if (flapping_timer.get_gone() <= TUX_FLAPPING_TIME)
+ {
+ physic.set_velocity_y((float)flapping_timer.get_gone()/450);
+ }
+ }
+
+ // Hover
+ //(disabled by default, use cheat code "hover" to toggle on/off)
+ //TODO: needs some tweaking, especially when used together with double jump and jumping off badguys
+ if (enable_hover && input.up == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
+ {
+ physic.set_velocity_y(-1);
+ }
/* In case the player has pressed Down while in a certain range of air,
enable butt jump action */
// Draw blinking star overlay
if (invincible_timer.started() &&
- (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3))
+ (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)
+ && !dying)
{
if (size == SMALL || duck)
smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);