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 += frame_ratio * 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)
- 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;
}
/* 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;
}
bool Player::is_dead()
{
- if(base.y > screen->h + scroll_y ||
+ 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