+// $Id$
//
-// C Implementation: player/tux
+// SuperTux - A Jump'n Run
+// Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
//
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de> & Bill Kendrick, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#include <math.h>
+#include <iostream>
+#include <cassert>
#include "gameloop.h"
#include "globals.h"
#include "player.h"
#include "defines.h"
#include "scene.h"
-#include "screen.h"
-
-texture_type tux_life,
-tux_right[3], tux_left[3],
-bigtux_right[3], bigtux_left[3],
-bigtux_right_jump, bigtux_left_jump,
-ducktux_right, ducktux_left,
-skidtux_right, skidtux_left,
-firetux_right[3], firetux_left[3],
-bigfiretux_right[3], bigfiretux_left[3],
-bigfiretux_right_jump, bigfiretux_left_jump,
-duckfiretux_right, duckfiretux_left,
-skidfiretux_right, skidfiretux_left,
-cape_right[2], cape_left[2],
-bigcape_right[2], bigcape_left[2];
+#include "tile.h"
+#include "sprite.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "camera.h"
+#include "gameobjs.h"
+#include "interactive_object.h"
+#include "screen/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;
+
+Sprite* smalltux_gameover;
+Sprite* smalltux_star;
+Sprite* largetux_star;
+Sprite* growingtux_left;
+Sprite* growingtux_right;
+
+PlayerSprite smalltux;
+PlayerSprite largetux;
+PlayerSprite icetux;
+PlayerSprite firetux;
+
+PlayerKeymap keymap;
+
+PlayerKeymap::PlayerKeymap()
+{
+ keymap.jump = SDLK_SPACE;
+ keymap.activate = SDLK_UP;
+ keymap.duck = SDLK_DOWN;
+ keymap.left = SDLK_LEFT;
+ keymap.right = SDLK_RIGHT;
+ keymap.fire = SDLK_LCTRL;
+}
void player_input_init(player_input_type* pplayer_input)
{
pplayer_input->old_fire = UP;
pplayer_input->right = UP;
pplayer_input->up = UP;
+ pplayer_input->old_up = UP;
+ pplayer_input->activate = UP;
+}
+
+Player::Player()
+{
+ init();
+}
+
+Player::~Player()
+{
}
-void player_init(player_type* pplayer)
+void
+Player::init()
{
- pplayer->base.width = 32;
- pplayer->base.height = 32;
-
- pplayer->size = SMALL;
- pplayer->got_coffee = NO;
-
- pplayer->base.x = 0;
- pplayer->base.y = 240;
- pplayer->base.xm = 0;
- pplayer->base.ym = 0;
- pplayer->old_base = pplayer->base;
- pplayer->dir = RIGHT;
- pplayer->duck = NO;
-
- pplayer->dying = NO;
- pplayer->jumping = NO;
-
- pplayer->frame_main = 0;
- pplayer->frame = 0;
- pplayer->lives = 3;
- pplayer->score = 0;
- pplayer->distros = 0;
-
- player_input_init(&pplayer->input);
-
- pplayer->keymap.jump = SDLK_UP;
- pplayer->keymap.duck = SDLK_DOWN;
- pplayer->keymap.left = SDLK_LEFT;
- pplayer->keymap.right = SDLK_RIGHT;
- pplayer->keymap.fire = SDLK_LCTRL;
-
- timer_init(&pplayer->invincible_timer,YES);
- timer_init(&pplayer->skidding_timer,YES);
- timer_init(&pplayer->safe_timer,YES);
- timer_init(&pplayer->frame_timer,YES);
- physic_init(&pplayer->hphysic);
- physic_init(&pplayer->vphysic);
+ holding_something = false;
+
+ base.width = 32;
+ base.height = 32;
+
+ size = SMALL;
+ got_power = NONE_POWER;
+
+ 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;
+
+ frame_main = 0;
+ frame_ = 0;
+
+ player_input_init(&input);
+
+ invincible_timer.init(true);
+ skidding_timer.init(true);
+ safe_timer.init(true);
+ frame_timer.init(true);
+ kick_timer.init(true);
+ shooting_timer.init(true);
+ growing_timer.init(true);
+
+ physic.reset();
}
-int player_key_event(player_type* pplayer, SDLKey key, int state)
+int
+Player::key_event(SDLKey key, int state)
{
- if(key == pplayer->keymap.right)
+ if(key == keymap.right)
{
- pplayer->input.right = state;
- return YES;
+ input.right = state;
+ return true;
}
- else if( key == pplayer->keymap.left)
+ else if(key == keymap.left)
{
- pplayer->input.left = state;
- return YES;
+ input.left = state;
+ return true;
}
- else if(key == pplayer->keymap.jump)
+ else if(key == keymap.jump)
{
- pplayer->input.up = state;
- return YES;
+ input.up = state;
+ return true;
}
- else if(key == pplayer->keymap.duck)
+ else if(key == keymap.duck)
{
- pplayer->input.down = state;
- return YES;
+ input.down = state;
+ return true;
}
- else if(key == pplayer->keymap.fire)
+ else if(key == keymap.fire)
{
- pplayer->input.fire = state;
- return YES;
+ if (state == UP)
+ input.old_fire = UP;
+ input.fire = state;
+ return true;
+ }
+ else if(key == keymap.activate)
+ {
+ input.activate = state;
+
+ if(state == DOWN) {
+ /** check for interactive objects */
+ for(Sector::InteractiveObjects::iterator i
+ = Sector::current()->interactive_objects.begin();
+ i != Sector::current()->interactive_objects.end(); ++i) {
+ if(rectcollision(base, (*i)->get_area())) {
+ (*i)->interaction(INTERACTION_ACTIVATE);
+ }
+ }
+ }
+
+ return true;
}
else
- return NO;
+ return false;
}
-void player_level_begin(player_type* pplayer)
+void
+Player::level_begin()
{
- pplayer->base.x = 0;
- pplayer->base.y = 240;
- pplayer->base.xm = 0;
- pplayer->base.ym = 0;
- pplayer->old_base = pplayer->base;
-
- player_input_init(&pplayer->input);
-
- timer_init(&pplayer->invincible_timer,YES);
- timer_init(&pplayer->skidding_timer,YES);
- timer_init(&pplayer->safe_timer,YES);
- timer_init(&pplayer->frame_timer,YES);
- physic_init(&pplayer->hphysic);
- physic_init(&pplayer->vphysic);
+ base.x = 100;
+ base.y = 170;
+ previous_base = old_base = base;
+ duck = false;
+
+ dying = DYING_NOT;
+
+ player_input_init(&input);
+
+ invincible_timer.init(true);
+ skidding_timer.init(true);
+ safe_timer.init(true);
+ frame_timer.init(true);
+ growing_timer.init(true);
+
+ physic.reset();
}
-void player_action(player_type* pplayer)
+void
+Player::action(float elapsed_time)
{
- int i, jumped_in_solid;
- jumped_in_solid = NO;
+ bool jumped_in_solid = false;
- /* --- HANDLE TUX! --- */
+ if(dying && !dying_timer.check()) {
+ dead = true;
+ return;
+ }
- player_input(pplayer);
+ if (input.fire == UP)
+ holding_something = false;
/* Move tux: */
+ previous_base = base;
- pplayer->previous_base = pplayer->base;
+ /* --- HANDLE TUX! --- */
+ if(dying == DYING_NOT)
+ handle_input();
- pplayer->base.x += pplayer->base.xm * frame_ratio;
- pplayer->base.y += pplayer->base.ym * frame_ratio;
+ physic.apply(elapsed_time, base.x, base.y);
- collision_swept_object_map(&pplayer->old_base,&pplayer->base);
+ if(dying == DYING_NOT)
+ {
+ base_type target = base;
- player_keep_in_bounds(pplayer);
+ collision_swept_object_map(&old_base, &base);
- /* Land: */
+ 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)))
+ {
+ kill(SHRINK);
+ }
- if (!pplayer->dying)
- {
+ // Don't accelerate Tux if he is running against a wall
+ if (target.x != base.x)
+ {
+ physic.set_velocity_x(0);
+ }
+ // special exception for cases where we're stuck under tiles after
+ // being ducked. In this case we drift out
+ if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
+ && collision_object_map(base))
+ {
+ base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
+ previous_base = old_base = base;
+ }
- if( !player_on_ground(pplayer))
+ // Land:
+ if (!on_ground())
{
- if(player_under_solid(pplayer))
+ physic.enable_gravity(true);
+ if(under_solid())
{
- physic_set_state(&pplayer->vphysic,PH_VT);
- physic_set_start_vy(&pplayer->vphysic,0);
- jumped_in_solid = YES;
+ // fall down
+ physic.set_velocity_y(0);
+ jumped_in_solid = true;
+ jumping = false;
}
- else
- {
- if(!physic_is_set(&pplayer->vphysic))
- {
- physic_set_state(&pplayer->vphysic,PH_VT);
- physic_set_start_vy(&pplayer->vphysic,0);
- }
- }
- pplayer->base.ym = physic_get_velocity(&pplayer->vphysic);
-
}
else
{
-
/* Land: */
-
- if (pplayer->base.ym > 0)
+ if (physic.get_velocity_y() < 0)
{
- pplayer->base.y = (int)(((int)pplayer->base.y / 32) * 32);
- pplayer->base.ym = 0;
+ base.y = (int)(((int)base.y / 32) * 32);
+ physic.set_velocity_y(0);
}
- physic_init(&pplayer->vphysic);
-
+ physic.enable_gravity(false);
/* Reset score multiplier (for multi-hits): */
-
- score_multiplier = 1;
+ if (!invincible_timer.started())
+ player_status.score_multiplier = 1;
}
- if(jumped_in_solid == YES)
+ if(jumped_in_solid)
{
-
- if (isbrick(pplayer->base.x, pplayer->base.y) ||
- isfullbox(pplayer->base.x, pplayer->base.y))
+ if (isbrick(base.x, base.y) ||
+ isfullbox(base.x, base.y))
{
- trygrabdistro(pplayer->base.x, pplayer->base.y - 32,BOUNCE);
- trybumpbadguy(pplayer->base.x, pplayer->base.y - 64);
+ Sector::current()->trygrabdistro(
+ Vector(base.x, base.y - 32), BOUNCE);
+ Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64));
- if(pplayer->size == BIG)
- trybreakbrick(pplayer->base.x, pplayer->base.y);
+ Sector::current()->trybreakbrick(
+ Vector(base.x, base.y), size == SMALL);
- bumpbrick(pplayer->base.x, pplayer->base.y);
- tryemptybox(pplayer->base.x, pplayer->base.y, RIGHT);
+ bumpbrick(base.x, base.y);
+ Sector::current()->tryemptybox(Vector(base.x, base.y), RIGHT);
}
- if (isbrick(pplayer->base.x+ 31, pplayer->base.y) ||
- isfullbox(pplayer->base.x+ 31, pplayer->base.y))
+ if (isbrick(base.x+ 31, base.y) ||
+ isfullbox(base.x+ 31, base.y))
{
- trygrabdistro(pplayer->base.x+ 31, pplayer->base.y - 32,BOUNCE);
- trybumpbadguy(pplayer->base.x+ 31, pplayer->base.y - 64);
-
- if(pplayer->size == BIG)
- trybreakbrick(pplayer->base.x+ 31, pplayer->base.y);
-
- bumpbrick(pplayer->base.x+ 31, pplayer->base.y);
- tryemptybox(pplayer->base.x+ 31, pplayer->base.y, LEFT);
- }
+ Sector::current()->trygrabdistro(
+ Vector(base.x+ 31, base.y - 32), BOUNCE);
+ Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64));
+ if(size == BIG)
+ Sector::current()->trybreakbrick(
+ Vector(base.x+ 31, base.y), size == SMALL);
- if(pplayer->size == SMALL)
- {
- /* Get a distro from a brick? */
-
- if (shape(pplayer->base.x, pplayer->base.y) == 'x' ||
- shape(pplayer->base.x, pplayer->base.y) == 'y')
- {
- add_bouncy_distro((((int)pplayer->base.x)
- / 32) * 32,
- ((int)pplayer->base.y / 32) * 32);
- if (counting_distros == NO)
- {
- counting_distros = YES;
- distro_counter = 100;
- }
-
- if (distro_counter <= 0)
- level_change(¤t_level,pplayer->base.x,pplayer->base.y - 1, 'a');
-
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
- }
- else if (shape(pplayer->base.x+ 31, pplayer->base.y) == 'x' ||
- shape(pplayer->base.x+ 31, pplayer->base.y) == 'y')
- {
- add_bouncy_distro((((int)pplayer->base.x + 31)
- / 32) * 32,
- ((int)pplayer->base.y / 32) * 32);
- if (counting_distros == NO)
- {
- counting_distros = YES;
- distro_counter = 100;
- }
-
- if (distro_counter <= 0)
- level_change(¤t_level,pplayer->base.x+ 31, pplayer->base.y, 'a');
-
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
- }
+ bumpbrick(base.x+ 31, base.y);
+ Sector::current()->tryemptybox(Vector(base.x+ 31, base.y), LEFT);
}
}
- player_grabdistros(pplayer);
- if(jumped_in_solid == YES)
+ grabdistros();
+
+ if (jumped_in_solid)
{
- ++pplayer->base.y;
- ++pplayer->old_base.y;
- if(player_on_ground(pplayer))
+ ++base.y;
+ ++old_base.y;
+ if(on_ground())
{
/* Make sure jumping is off. */
- pplayer->jumping = NO;
+ jumping = false;
}
}
-
}
- timer_check(&pplayer->safe_timer);
-
-
/* ---- DONE HANDLING TUX! --- */
- /* Handle invincibility timer: */
-
-
- if (get_current_music() == HERRING_MUSIC && !timer_check(&pplayer->invincible_timer))
- {
- /*
- no, we are no more invincible
- or we were not in invincible mode
- but are we in hurry ?
- */
-
-
- if (timer_get_left(&time_left) < TIME_WARNING)
- {
- /* yes, we are in hurry
- stop the herring_song, prepare to play the correct
- fast level_song !
- */
- set_current_music(HURRYUP_MUSIC);
- }
- else
- {
- set_current_music(LEVEL_MUSIC);
- }
-
- /* start playing it */
- play_current_music();
- }
-
- /* Handle skidding: */
-
- timer_check(&pplayer->skidding_timer);
-
- /* End of level? */
-
- if (pplayer->base.x >= endpos && endpos != 0)
- {
- next_level = 1;
- }
-
+ // check some timers
+ skidding_timer.check();
+ invincible_timer.check();
+ safe_timer.check();
+ kick_timer.check();
}
-int player_on_ground(player_type *pplayer)
+bool
+Player::on_ground()
{
- if( issolid(pplayer->base.x + pplayer->base.width / 2, pplayer->base.y + pplayer->base.height) ||
- issolid(pplayer->base.x + 1, pplayer->base.y + pplayer->base.height) ||
- issolid(pplayer->base.x + pplayer->base.width - 1, pplayer->base.y + pplayer->base.height) )
- {
- return YES;
- }
- else
- {
- return NO;
- }
+ return ( issolid(base.x + base.width / 2, base.y + base.height) ||
+ issolid(base.x + 1, base.y + base.height) ||
+ issolid(base.x + base.width - 1, base.y + base.height));
}
-int player_under_solid(player_type *pplayer)
+bool
+Player::under_solid()
{
- if( issolid(pplayer->base.x + pplayer->base.width / 2, pplayer->base.y) ||
- issolid(pplayer->base.x + 1, pplayer->base.y) ||
- issolid(pplayer->base.x + pplayer->base.width - 1, pplayer->base.y) )
- {
- return YES;
- }
- else
- {
- return NO;
- }
+ return ( issolid(base.x + base.width / 2, base.y) ||
+ issolid(base.x + 1, base.y) ||
+ issolid(base.x + base.width - 1, base.y) );
}
-void player_handle_horizontal_input(player_type *pplayer, int dir)
+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;
+}
- if ((dir ? (pplayer->base.xm < -SKID_XM) : (pplayer->base.xm > SKID_XM)) && !timer_started(&pplayer->skidding_timer) &&
- pplayer->dir == !dir && player_on_ground(pplayer))
- {
- timer_start(&pplayer->skidding_timer, SKID_TIME);
-
- play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
+void
+Player::handle_horizontal_input()
+{
+ float vx = physic.get_velocity_x();
+ float vy = physic.get_velocity_y();
+ float ax = physic.get_acceleration_x();
+ float ay = physic.get_acceleration_y();
+
+ float dirsign = 0;
+ if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
+ old_dir = dir;
+ dir = LEFT;
+ dirsign = -1;
+ } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
+ old_dir = dir;
+ dir = RIGHT;
+ dirsign = 1;
+ }
+
+ if (input.fire == UP) {
+ ax = dirsign * WALK_ACCELERATION_X;
+ // limit speed
+ if(vx >= MAX_WALK_XM && dirsign > 0) {
+ vx = MAX_WALK_XM;
+ ax = 0;
+ } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
+ vx = -MAX_WALK_XM;
+ ax = 0;
+ }
+ } else {
+ ax = dirsign * RUN_ACCELERATION_X;
+ // limit speed
+ if(vx >= MAX_RUN_XM && dirsign > 0) {
+ vx = MAX_RUN_XM;
+ ax = 0;
+ } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
+ vx = -MAX_RUN_XM;
+ ax = 0;
+ }
+ }
+
+ // we can reach WALK_SPEED without any acceleration
+ if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
+ vx = dirsign * WALK_SPEED;
+ }
+
+ // changing directions?
+ if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
+ if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
+ skidding_timer.start(SKID_TIME);
+ play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
+ ax *= 2.5;
+ } else {
+ ax *= 2;
+ }
+ }
+
+ // we get slower when not pressing any keys
+ if(dirsign == 0) {
+ if(fabs(vx) < WALK_SPEED) {
+ vx = 0;
+ ax = 0;
+ } else if(vx < 0) {
+ ax = WALK_ACCELERATION_X * 1.5;
+ } else {
+ ax = WALK_ACCELERATION_X * -1.5;
+ }
+ }
+
+ // if we're on ice slow down acceleration or deceleration
+ if (isice(base.x, base.y + base.height))
+ {
+ /* the acceleration/deceleration rate on ice is inversely proportional to
+ * the current velocity.
+ */
+
+ // increasing 1 will increase acceleration/deceleration rate
+ // decreasing 1 will decrease acceleration/deceleration rate
+ // must stay above zero, though
+ if (ax != 0) ax *= 1 / fabs(vx);
+ }
+
+ physic.set_velocity(vx, vy);
+ physic.set_acceleration(ax, ay);
+}
+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())
+ {
+ 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);
}
- pplayer->dir = dir;
-
-
- if ((dir ? (pplayer->base.xm < 0) : (pplayer->base.xm > 0)) && !isice(pplayer->base.x, pplayer->base.y + pplayer->base.height) &&
- !timer_started(&pplayer->skidding_timer))
+ // Let go of jump key
+ else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
{
- pplayer->base.xm = 0;
+ jumping = false;
+ physic.set_velocity_y(0);
}
- if (!pplayer->duck)
- {
- if (pplayer->dir == dir)
- {
- /* Facing the direction we're jumping? Go full-speed: */
+ /* 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) && jumping)
+ butt_jump = true;
- if (pplayer->input.fire == UP)
- {
- pplayer->base.xm = pplayer->base.xm + ( dir ? WALK_SPEED : -WALK_SPEED) * frame_ratio;
+ /* When Down is not held anymore, disable butt jump */
+ if(butt_jump && input.down == UP)
+ butt_jump = false;
- if(dir)
- {
- if (pplayer->base.xm > MAX_WALK_XM)
- pplayer->base.xm = MAX_WALK_XM;
- }
- else
- {
- if (pplayer->base.xm < -MAX_WALK_XM)
- pplayer->base.xm = -MAX_WALK_XM;
- }
- }
- else if ( pplayer->input.fire == DOWN)
- {
- pplayer->base.xm = pplayer->base.xm + ( dir ? RUN_SPEED : -RUN_SPEED) * frame_ratio;
-
- if(dir)
- {
- if (pplayer->base.xm > MAX_RUN_XM)
- pplayer->base.xm = MAX_RUN_XM;
- }
- else
- {
- if (pplayer->base.xm < -MAX_RUN_XM)
- pplayer->base.xm = -MAX_RUN_XM;
- }
- }
- else
- {
- /* Not facing the direction we're jumping?
- Go half-speed: */
-
- pplayer->base.xm = pplayer->base.xm + ( dir ? (WALK_SPEED / 2) : -(WALK_SPEED / 2)) * frame_ratio;
-
- if(dir)
- {
- if (pplayer->base.xm > MAX_WALK_XM / 2)
- pplayer->base.xm = MAX_WALK_XM / 2;
- }
- else
- {
- if (pplayer->base.xm < -MAX_WALK_XM / 2)
- pplayer->base.xm = -MAX_WALK_XM / 2;
- }
- }
- }
+ // Do butt jump
+ if (butt_jump && on_ground() && size == BIG)
+ {
+ butt_jump = false;
+ // Break bricks beneath Tux
+ if(Sector::current()->trybreakbrick(
+ Vector(base.x + 1, base.y + base.height), false)
+ || Sector::current()->trybreakbrick(
+ Vector(base.x + base.width - 1, base.y + base.height), false))
+ {
+ physic.set_velocity_y(2);
+ butt_jump = true;
}
-}
-void player_handle_vertical_input(player_type *pplayer)
-{
- if(pplayer->input.up == DOWN)
+ // Kill nearby badguys
+ std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
+ for (std::vector<GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end();
+ i++)
{
- if (player_on_ground(pplayer))
- {
- if(!physic_is_set(&pplayer->vphysic))
- {
- physic_set_state(&pplayer->vphysic,PH_VT);
- physic_set_start_vy(&pplayer->vphysic,5.5);
- --pplayer->base.y;
- pplayer->jumping = YES;
- if (pplayer->size == SMALL)
- play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
- else
- play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
- }
- }
+ BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+ if(badguy)
+ {
+ if (fabsf(base.x - badguy->base.x) < 300 &&
+ fabsf(base.y - badguy->base.y) < 300 &&
+ (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) ||
+ issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height)))
+ badguy->kill_me(25);
+ }
}
- else if(pplayer->input.up == UP && pplayer->jumping == YES)
+ }
+
+ 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))
+ && jumping == false
+ && can_jump == false
+ && input.up == DOWN
+ && input.old_up == UP)
{
- if (player_on_ground(pplayer))
- {
- physic_init(&pplayer->vphysic);
- pplayer->jumping == NO;
- }
- else
- {
- pplayer->jumping = NO;
- if(physic_is_set(&pplayer->vphysic))
- {
- if(physic_get_velocity(&pplayer->vphysic) < 0.)
- {
- physic_set_state(&pplayer->vphysic,PH_VT);
- physic_set_start_vy(&pplayer->vphysic,0);
- }
- }
- else
- {
- if(!physic_is_set(&pplayer->vphysic))
- {
- physic_set_state(&pplayer->vphysic,PH_VT);
- }
- }
- }
+ can_jump = true;
}
+
+ if(on_ground()) /* Make sure jumping is off. */
+ jumping = false;
+
+ input.old_up = input.up;
}
-void player_input(player_type *pplayer)
+void
+Player::handle_input()
{
- /* Handle key and joystick state: */
-
- if(pplayer->duck == NO)
- {
- if (pplayer->input.right == DOWN && pplayer->input.left == UP)
- {
- player_handle_horizontal_input(pplayer,RIGHT);
- }
- else if (pplayer->input.left == DOWN && pplayer->input.right == UP)
- {
- player_handle_horizontal_input(pplayer,LEFT);
- }
- else
- {
- if(pplayer->base.xm > 0)
- {
- pplayer->base.xm = (int)(pplayer->base.xm - frame_ratio);
- if(pplayer->base.xm < 0)
- pplayer->base.xm = 0;
- }
- else if(pplayer->base.xm < 0)
- {
- pplayer->base.xm = (int)(pplayer->base.xm + frame_ratio);
- if(pplayer->base.xm > 0)
- pplayer->base.xm = 0;
- }
- }
- }
+ /* Handle horizontal movement: */
+ handle_horizontal_input();
/* Jump/jumping? */
- if ( pplayer->input.up == DOWN || (pplayer->input.up == UP && pplayer->jumping == YES))
- {
- player_handle_vertical_input(pplayer);
- }
+ if (on_ground() && input.up == UP)
+ can_jump = true;
+ handle_vertical_input();
/* Shoot! */
-
- if (pplayer->input.fire == DOWN && pplayer->input.old_fire == UP && pplayer->got_coffee)
+ if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
{
- add_bullet(pplayer->base.x, pplayer->base.y, pplayer->base.xm, pplayer->dir);
+ if(Sector::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;
}
-
- /* Duck! */
-
- if (pplayer->input.down == DOWN)
+ /* tux animations: */
+ if(!frame_timer.check())
{
- if (pplayer->size == BIG && pplayer->duck != YES)
+ frame_timer.start(25);
+ if (input.right == UP && input.left == UP)
{
- pplayer->duck = YES;
- pplayer->base.height = 32;
- pplayer->base.y += 32;
- }
- }
- else
- {
- if (pplayer->size == BIG && pplayer->duck == YES)
- {
- /* Make sure we're not standing back up into a solid! */
- pplayer->base.height = 64;
- pplayer->base.y -= 32;
-
- if (!collision_object_map(&pplayer->base) /*issolid(pplayer->base.x + 16, pplayer->base.y - 16)*/)
- {
- pplayer->duck = NO;
- pplayer->base.height = 64;
- pplayer->old_base.y -= 32;
- pplayer->old_base.height = 64;
- }
- else
- {
- pplayer->base.height = 32;
- pplayer->base.y += 32;
- }
+ frame_main = 1;
+ frame_ = 1;
}
else
{
- pplayer->duck = NO;
- }
- }
+ if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
+ (global_frame_counter % 4) == 0)
+ frame_main = (frame_main + 1) % 4;
- /* (Tux): */
+ frame_ = frame_main;
- if(!timer_check(&pplayer->frame_timer))
- {
- timer_start(&pplayer->frame_timer,25);
- if (pplayer->input.right == UP && pplayer->input.left == UP)
- {
- pplayer->frame_main = 1;
- pplayer->frame = 1;
+ if (frame_ == 3)
+ frame_ = 1;
}
- else
- {
- if ((pplayer->input.fire == DOWN && (frame % 2) == 0) ||
- (frame % 4) == 0)
- pplayer->frame_main = (pplayer->frame_main + 1) % 4;
-
- pplayer->frame = pplayer->frame_main;
+ }
- if (pplayer->frame == 3)
- pplayer->frame = 1;
- }
+ /* Duck! */
+ if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground())
+ {
+ duck = true;
+ base.height = 32;
+ base.y += 32;
+ // changing base size confuses collision otherwise
+ old_base = previous_base = base;
+ }
+ else if(input.down == UP && size == BIG && duck)
+ {
+ // try if we can really unduck
+ base.y -= 32;
+ base.height = 64;
+ // 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;
+ }
}
+}
+
+void
+Player::grow(bool animate)
+{
+ if(size == BIG)
+ return;
+
+ size = BIG;
+ base.height = 64;
+ base.y -= 32;
+
+ if(animate)
+ growing_timer.start((int)((growingtux_left->get_frames() / growingtux_left->get_fps()) * 1000));
+ old_base = previous_base = base;
}
-void player_grabdistros(player_type *pplayer)
+void
+Player::grabdistros()
{
/* Grab distros: */
- if (!pplayer->dying)
+ if (!dying)
{
- trygrabdistro(pplayer->base.x, pplayer->base.y, NO_BOUNCE);
- trygrabdistro(pplayer->base.x+ 31, pplayer->base.y, NO_BOUNCE);
+ Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
+ Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE);
- trygrabdistro(pplayer->base.x, pplayer->base.y + pplayer->base.height, NO_BOUNCE);
- trygrabdistro(pplayer->base.x+ 31, pplayer->base.y + pplayer->base.height, NO_BOUNCE);
+ Sector::current()->trygrabdistro(
+ Vector(base.x, base.y + base.height), NO_BOUNCE);
+ Sector::current()->trygrabdistro(
+ Vector(base.x+ 31, base.y + base.height), NO_BOUNCE);
- if(pplayer->size == BIG)
+ if(size == BIG)
{
- trygrabdistro(pplayer->base.x, pplayer->base.y + pplayer->base.height / 2, NO_BOUNCE);
- trygrabdistro(pplayer->base.x+ 31, pplayer->base.y + pplayer->base.height / 2, NO_BOUNCE);
+ Sector::current()->trygrabdistro(
+ Vector(base.x, base.y + base.height / 2), NO_BOUNCE);
+ Sector::current()->trygrabdistro(
+ Vector(base.x+ 31, base.y + base.height / 2), NO_BOUNCE);
}
}
-
/* Enough distros for a One-up? */
-
- if (distros >= DISTROS_LIFEUP)
+ if (player_status.distros >= DISTROS_LIFEUP)
{
- distros = distros - DISTROS_LIFEUP;
- if(pplayer->lives < MAX_LIVES)
- pplayer->lives++;
+ player_status.distros = player_status.distros - DISTROS_LIFEUP;
+ if(player_status.lives < MAX_LIVES)
+ ++player_status.lives;
/*We want to hear the sound even, if MAX_LIVES is reached*/
play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER);
}
}
-void player_draw(player_type* pplayer)
+void
+Player::draw(DrawingContext& context)
{
- if (!timer_started(&pplayer->safe_timer) || (frame % 2) == 0)
+ PlayerSprite* sprite;
+
+ if (size == SMALL)
+ sprite = &smalltux;
+ else if (got_power == FIRE_POWER)
+ sprite = &firetux;
+ else if (got_power == ICE_POWER)
+ sprite = &icetux;
+ else
+ sprite = &largetux;
+
+ int layer = LAYER_OBJECTS - 1;
+ Vector pos = Vector(base.x, base.y);
+
+ if (!safe_timer.started() || (global_frame_counter % 2) == 0)
{
- if (pplayer->size == SMALL)
+ if (dying == DYING_SQUISHED)
{
- if (timer_started(&pplayer->invincible_timer))
+ smalltux_gameover->draw(context, pos, LAYER_OBJECTS);
+ }
+ else
+ {
+ if(growing_timer.check())
{
- /* Draw cape: */
-
- if (pplayer->dir == RIGHT)
- {
- texture_draw(&cape_right[frame % 2],
- pplayer->base.x- scroll_x, pplayer->base.y,
- NO_UPDATE);
- }
- else
- {
- texture_draw(&cape_left[frame % 2],
- pplayer->base.x- scroll_x, pplayer->base.y,
- NO_UPDATE);
- }
+ if (dir == RIGHT)
+ growingtux_right->draw(context, pos, layer);
+ else
+ growingtux_left->draw(context, pos, layer);
}
-
-
- if (!pplayer->got_coffee)
+ else if (duck && size != SMALL)
{
- if (pplayer->dir == RIGHT)
- {
- texture_draw(&tux_right[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE);
- }
- else
- {
- texture_draw(&tux_left[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE);
- }
+ if (dir == RIGHT)
+ sprite->duck_right->draw(context, pos, layer);
+ else
+ sprite->duck_left->draw(context, pos, layer);
}
- else
+ else if (skidding_timer.started())
{
- /* Tux got coffee! */
-
- if (pplayer->dir == RIGHT)
- {
- texture_draw(&firetux_right[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE);
- }
+ if (dir == RIGHT)
+ sprite->skid_right->draw(context, pos, layer);
else
- {
- texture_draw(&firetux_left[pplayer->frame], pplayer->base.x- scroll_x, pplayer->base.y, NO_UPDATE);
- }
+ sprite->skid_left->draw(context, pos, layer);
}
- }
- else
- {
- if (timer_started(&pplayer->invincible_timer))
+ else if (kick_timer.started())
{
- /* Draw cape: */
-
- if (pplayer->dir == RIGHT)
- {
- texture_draw(&bigcape_right[frame % 2],
- pplayer->base.x- scroll_x - 8, pplayer->base.y,
- NO_UPDATE);
- }
+ if (dir == RIGHT)
+ sprite->kick_right->draw(context, pos, layer);
else
- {
- texture_draw(&bigcape_left[frame % 2],
- pplayer->base.x-scroll_x - 8, pplayer->base.y,
- NO_UPDATE);
- }
+ sprite->kick_left->draw(context, pos, layer);
}
-
- if (!pplayer->got_coffee)
+ else if (physic.get_velocity_y() != 0)
{
- if (!pplayer->duck)
- {
- if (!timer_started(&pplayer->skidding_timer))
- {
- if (!pplayer->jumping || pplayer->base.ym > 0)
- {
- if (pplayer->dir == RIGHT)
- {
- texture_draw(&bigtux_right[pplayer->frame],
- pplayer->base.x- scroll_x - 8, pplayer->base.y,
- NO_UPDATE);
- }
- else
- {
- texture_draw(&bigtux_left[pplayer->frame],
- pplayer->base.x- scroll_x - 8, pplayer->base.y,
- NO_UPDATE);
- }
- }
- else
- {
- if (pplayer->dir == RIGHT)
- {
- texture_draw(&bigtux_right_jump,
- pplayer->base.x- scroll_x - 8, pplayer->base.y,
- NO_UPDATE);
- }
- else
- {
- texture_draw(&bigtux_left_jump,
- pplayer->base.x- scroll_x - 8, pplayer->base.y,
- NO_UPDATE);
- }
- }
- }
- else
- {
- if (pplayer->dir == RIGHT)
- {
- texture_draw(&skidtux_right,
- pplayer->base.x- scroll_x - 8, pplayer->base.y,
- NO_UPDATE);
- }
- else
- {
- texture_draw(&skidtux_left,
- pplayer->base.x- scroll_x - 8, pplayer->base.y,
- NO_UPDATE);
- }
- }
- }
+ if (dir == RIGHT)
+ sprite->jump_right->draw(context, pos, layer);
else
- {
- if (pplayer->dir == RIGHT)
- {
- texture_draw(&ducktux_right, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16,
- NO_UPDATE);
- }
- else
- {
- texture_draw(&ducktux_left, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16,
- NO_UPDATE);
- }
- }
+ sprite->jump_left->draw(context, pos, layer);
}
else
{
- /* Tux has coffee! */
-
- if (!pplayer->duck)
+ if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
{
- if (!timer_started(&pplayer->skidding_timer))
- {
- if (!pplayer->jumping || pplayer->base.ym > 0)
- {
- if (pplayer->dir == RIGHT)
- {
- texture_draw(&bigfiretux_right[pplayer->frame],
- pplayer->base.x- scroll_x - 8, pplayer->base.y,
- NO_UPDATE);
- }
- else
- {
- texture_draw(&bigfiretux_left[pplayer->frame],
- pplayer->base.x- scroll_x - 8, pplayer->base.y,
- NO_UPDATE);
- }
- }
- else
- {
- if (pplayer->dir == RIGHT)
- {
- texture_draw(&bigfiretux_right_jump,
- pplayer->base.x- scroll_x - 8, pplayer->base.y,
- NO_UPDATE);
- }
- else
- {
- texture_draw(&bigfiretux_left_jump,
- pplayer->base.x- scroll_x - 8, pplayer->base.y,
- NO_UPDATE);
- }
- }
- }
+ if (dir == RIGHT)
+ sprite->stand_right->draw(context, pos, layer);
else
- {
- if (pplayer->dir == RIGHT)
- {
- texture_draw(&skidfiretux_right,
- pplayer->base.x- scroll_x - 8, pplayer->base.y,
- NO_UPDATE);
- }
- else
- {
- texture_draw(&skidfiretux_left,
- pplayer->base.x- scroll_x - 8, pplayer->base.y,
- NO_UPDATE);
- }
- }
+ sprite->stand_left->draw(context, pos, layer);
}
- else
+ else // moving
{
- if (pplayer->dir == RIGHT)
- {
- texture_draw(&duckfiretux_right, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16,
- NO_UPDATE);
- }
+ if (dir == RIGHT)
+ sprite->walk_right->draw(context, pos, layer);
else
- {
- texture_draw(&duckfiretux_left, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16,
- NO_UPDATE);
- }
+ sprite->walk_left->draw(context, pos, layer);
}
}
}
- }
+ }
+
+ // Draw arm overlay graphics when Tux is holding something
+ if ((holding_something && physic.get_velocity_y() == 0) || shooting_timer.check() && !duck)
+ {
+ if (dir == RIGHT)
+ sprite->grab_right->draw(context, pos, LAYER_OBJECTS + 1);
+ else
+ sprite->grab_left->draw(context, pos, LAYER_OBJECTS + 1);
+ }
+
+ // Draw blinking star overlay
+ if (invincible_timer.started() &&
+ (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3))
+ {
+ if (size == SMALL || duck)
+ smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);
+ else
+ largetux_star->draw(context, pos, LAYER_OBJECTS + 2);
+ }
+
+ if (debug_mode)
+ context.draw_filled_rect(Vector(base.x, base.y),
+ Vector(base.width, base.height), Color(75,75,75, 150), LAYER_OBJECTS+1);
}
-void player_collision(player_type* pplayer, void* p_c_object, int c_object)
+void
+Player::collision(const MovingObject& other, int collision_type)
{
- bad_guy_type* pbad_c = NULL;
+ (void) other;
+ (void) collision_type;
+ // will be implemented later
+}
+
+void
+Player::collision(void* p_c_object, int c_object)
+{
+ BadGuy* pbad_c = NULL;
+ Trampoline* ptramp_c = NULL;
+ FlyingPlatform* pplatform_c = NULL;
switch (c_object)
{
case CO_BADGUY:
- pbad_c = (bad_guy_type*) p_c_object;
- /* Hurt the player if he just touched it: */
+ pbad_c = (BadGuy*) p_c_object;
- if (!pbad_c->dying && !pplayer->dying &&
- !timer_started(&pplayer->safe_timer) &&
- pbad_c->mode != HELD)
+ /* Hurt player if he touches a badguy */
+ if (!pbad_c->dying && !dying &&
+ !safe_timer.started() &&
+ pbad_c->mode != BadGuy::HELD)
{
- if (pbad_c->mode == FLAT && pplayer->input.fire != DOWN)
+ if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
+ && !holding_something)
{
- /* Kick: */
-
- pbad_c->mode = KICK;
- play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
-
- if (pplayer->base.x<= pbad_c->base.x)
- {
- pbad_c->dir = RIGHT;
- pbad_c->base.x = pbad_c->base.x + 16;
- }
- else
- {
- pbad_c->dir = LEFT;
- pbad_c->base.x = pbad_c->base.x - 32;
- }
-
- timer_start(&pbad_c->timer,5000);
+ holding_something = true;
+ pbad_c->mode = BadGuy::HELD;
+ pbad_c->base.y-=8;
}
- else if (pbad_c->mode == FLAT && pplayer->input.fire == DOWN)
+ else if (pbad_c->mode == BadGuy::FLAT)
{
- pbad_c->mode = HELD;
- pbad_c->base.y-=8;
+ // Don't get hurt if we're kicking a flat badguy!
}
- else if (pbad_c->mode == KICK)
+ else if (pbad_c->mode == BadGuy::KICK)
{
- if (pplayer->base.y < pbad_c->base.y - 16 &&
- timer_started(&pbad_c->timer))
+ /* Hurt if you get hit by kicked laptop: */
+ if (!invincible_timer.started())
{
- /* Step on (stop being kicked) */
-
- pbad_c->mode = FLAT;
- play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
- timer_start(&pbad_c->timer, 10000);
+ kill(SHRINK);
}
else
- {
- /* Hurt if you get hit by kicked laptop: */
-
- if (timer_started(&pbad_c->timer))
- {
- if (!timer_started(&pplayer->invincible_timer))
- {
- player_kill(pplayer,SHRINK);
- }
- else
- {
- pbad_c->dying = FALLING;
- play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
- add_score(pbad_c->base.x - scroll_x,
- pbad_c->base.y,
- 25 * score_multiplier);
- }
- }
- }
+ pbad_c->kill_me(20);
}
+ else if (pbad_c->frozen_timer.check() && (pbad_c->kind == BAD_MRBOMB
+ || pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FISH
+ || pbad_c->kind == BAD_SPIKY))
+ pbad_c->kill_me(20);
else
{
- if (!timer_started(&pplayer->invincible_timer ))
+ if (!invincible_timer.started())
{
- player_kill(pplayer,SHRINK);
+ kill(SHRINK);
}
else
{
- pbad_c->dying = FALLING;
- play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
- add_score(pbad_c->base.x - scroll_x,
- pbad_c->base.y,
- 25 * score_multiplier);
+ pbad_c->kill_me(25);
}
}
- score_multiplier++;
+ player_status.score_multiplier++;
}
break;
+
+ case CO_TRAMPOLINE:
+ ptramp_c = (Trampoline*) p_c_object;
+
+ // Pick up trampoline
+ if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground())
+ {
+ holding_something = true;
+ ptramp_c->mode = Trampoline::M_HELD;
+ ptramp_c->base.y -= 8;
+ }
+ // Set down trampoline
+ else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN)
+ {
+ holding_something = false;
+ ptramp_c->mode = Trampoline::M_NORMAL;
+ ptramp_c->base.y += 8;
+ ptramp_c->physic.set_velocity(physic.get_velocity_x(), physic.get_velocity_y());
+
+ //if (dir == RIGHT)
+ // ptramp_c->base.x = base.x + base.width+1;
+ //else /* LEFT */
+ // ptramp_c->base.x = base.x - base.width-1;
+ }
+/*
+ // Don't let tux walk through trampoline
+ else if (ptramp_c->mode != Trampoline::M_HELD && on_ground())
+ {
+ if (physic.get_velocity_x() > 0) // RIGHT
+ {
+ physic.set_velocity_x(0);
+ base.x = ptramp_c->base.x - base.width;
+ }
+ else if (physic.get_velocity_x() < 0) // LEFT
+ {
+ physic.set_velocity_x(0);
+ base.x = ptramp_c->base.x + ptramp_c->base.width;
+ }
+ }
+*/
+ break;
+ case CO_FLYING_PLATFORM:
+ 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:
break;
}
/* Kill Player! */
-void player_kill(player_type* pplayer, int mode)
+void
+Player::kill(HurtMode mode)
{
- pplayer->base.ym = -5;
-
+ if(dying)
+ return;
+
play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
- if (pplayer->dir == RIGHT)
- pplayer->base.xm = -8;
- else if (pplayer->dir == LEFT)
- pplayer->base.xm = 8;
+ physic.set_velocity_x(0);
- if (mode == SHRINK && pplayer->size == BIG)
+ if (mode == SHRINK && size == BIG)
{
- if (pplayer->got_coffee)
- pplayer->got_coffee = NO;
-
- pplayer->size = SMALL;
- pplayer->base.height = 32;
-
- timer_start(&pplayer->safe_timer,TUX_SAFE_TIME);
+ if (got_power != NONE_POWER)
+ {
+ got_power = NONE_POWER;
+ }
+ else
+ {
+ size = SMALL;
+ base.height = 32;
+ duck = false;
+ }
+ safe_timer.start(TUX_SAFE_TIME);
}
else
{
- pplayer->dying = 1;
+ physic.enable_gravity(true);
+ physic.set_acceleration(0, 0);
+ physic.set_velocity(0, 7);
+ --player_status.lives;
+ dying = DYING_SQUISHED;
+ dying_timer.start(3000);
}
}
-void player_dying(player_type *pplayer)
+/* Remove Tux's power ups */
+void
+Player::remove_powerups()
{
- pplayer->base.ym = pplayer->base.ym + gravity;
-
- /* He died :^( */
-
- --pplayer->lives;
- player_remove_powerups(pplayer);
- pplayer->dying = NO;
-
- player_level_begin(pplayer);
-
+ got_power = NONE_POWER;
+ size = SMALL;
+ base.height = 32;
}
-/* Remove Tux's power ups */
-void player_remove_powerups(player_type* pplayer)
+void
+Player::move(const Vector& vector)
{
- pplayer->got_coffee = NO;
- pplayer->size = SMALL;
- pplayer->base.height = 32;
+ base.x = vector.x;
+ base.y = vector.y;
+ old_base = previous_base = base;
}
-void player_keep_in_bounds(player_type* pplayer)
+void
+Player::check_bounds(Camera* camera)
{
/* Keep tux in bounds: */
- if (pplayer->base.x< 0)
- pplayer->base.x= 0;
- else if(pplayer->base.x< scroll_x)
- pplayer->base.x= scroll_x;
- else if (pplayer->base.x< 160 + scroll_x && scroll_x > 0 && debug_mode == YES)
- {
- scroll_x = pplayer->base.x- 160;
- /*pplayer->base.x+= 160;*/
-
- if(scroll_x < 0)
- scroll_x = 0;
-
- }
- else if (pplayer->base.x> screen->w / 2 + scroll_x && scroll_x < ((current_level.width * 32) - screen->w))
- {
- /* Scroll the screen in past center: */
-
- scroll_x = pplayer->base.x- screen->w / 2;
- /*pplayer->base.x= 320 + scroll_x;*/
-
- if (scroll_x > ((current_level.width * 32) - screen->w))
- scroll_x = ((current_level.width * 32) - screen->w);
- }
- else if (pplayer->base.x> 608 + scroll_x)
- {
- /* ... unless there's no more to scroll! */
-
- /*pplayer->base.x= 608 + scroll_x;*/
+ if (base.x < 0)
+ { // Lock Tux to the size of the level, so that he doesn't fall of
+ // on the left side
+ base.x = 0;
}
/* Keep in-bounds, vertically: */
-
- if (pplayer->base.y > screen->h)
- {
- player_kill(&tux,KILL);
- }
+ if (base.y > Sector::current()->solids->get_height() * 32)
+ {
+ kill(KILL);
+ return;
+ }
+
+ bool adjust = false;
+ // can happen if back scrolling is disabled
+ if(base.x < camera->get_translation().x) {
+ base.x = camera->get_translation().x;
+ adjust = true;
+ }
+ if(base.x >= camera->get_translation().x + screen->w - base.width) {
+ base.x = camera->get_translation().x + screen->w - base.width;
+ adjust = true;
+ }
+
+ if(adjust) {
+ // squished now?
+ if(collision_object_map(base)) {
+ kill(KILL);
+ return;
+ }
+ }
}
+