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;
}
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))
can_jump = true;
}
+ if(on_ground()) /* Make sure jumping is off. */
+ jumping = false;
+
input.old_up = input.up;
}
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;
}
// 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;
+ }
}
}
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;
}
/* 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);
}