play jump sound again when double jumping
[supertux.git] / src / player.cpp
index 5c58bdd..3bc23df 100644 (file)
@@ -1,54 +1,78 @@
+//  $Id$
 //
-// C Implementation: player/tux
+//  SuperTux -  A Jump'n Run
+//  Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
 //
-// Description:
+//  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.
 //
-// Author: Tobias Glaesser <tobi.web@gmx.de> & Bill Kendrick, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
-//
-//
-#include <math.h>
+//  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 <cmath>
+#include <iostream>
+#include <cassert>
 
 #include "gameloop.h"
-#include "globals.h"
+#include "app/globals.h"
 #include "player.h"
 #include "defines.h"
 #include "scene.h"
 #include "tile.h"
-#include "screen.h"
-
-texture_type tux_life;
-std::vector<texture_type> tux_right;
-std::vector<texture_type> tux_left;
-texture_type smalltux_jump_left;
-texture_type smalltux_jump_right;
-texture_type smalltux_stand_left;
-texture_type smalltux_stand_right;
-
-texture_type bigtux_right[3];
-texture_type bigtux_left[3];
-texture_type bigtux_right_jump;
-texture_type bigtux_left_jump;
-texture_type ducktux_right;
-texture_type ducktux_left;
-texture_type skidtux_right;
-texture_type skidtux_left;
-texture_type firetux_right[3];
-texture_type firetux_left[3];
-texture_type bigfiretux_right[3];
-texture_type bigfiretux_left[3];
-texture_type bigfiretux_right_jump;
-texture_type bigfiretux_left_jump;
-texture_type duckfiretux_right;
-texture_type duckfiretux_left;
-texture_type skidfiretux_right;
-texture_type skidfiretux_left;
-texture_type cape_right[2];
-texture_type cape_left[2];
-texture_type bigcape_right[2];
-texture_type bigcape_left[2];
+#include "special/sprite.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "camera.h"
+#include "gameobjs.h"
+#include "resources.h"
+#include "interactive_object.h"
+#include "video/screen.h"
+#include "statistics.h"
+
+// behavior definitions:
+#define TILES_FOR_BUTTJUMP 3
+// animation times (in ms):
+#define SHOOTING_TIME 320
+// others stuff:
+#define AUTOSCROLL_DEAD_INTERVAL 300
+
+// time before idle animation starts
+#define IDLE_TIME 2500
+
+// growing animation
+Surface* growingtux_left[GROWING_FRAMES];
+Surface* growingtux_right[GROWING_FRAMES];
+
+Surface* tux_life;
+
+Sprite* smalltux_gameover;
+Sprite* smalltux_star;
+Sprite* bigtux_star;
+
+TuxBodyParts* small_tux;
+TuxBodyParts* big_tux;
+TuxBodyParts* fire_tux;
+TuxBodyParts* ice_tux;
+
+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)
 {
@@ -58,47 +82,101 @@ 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;
+}
+
+void
+TuxBodyParts::set_action(std::string action)
+{
+  if(head != NULL)
+    head->set_action(action);
+  if(body != NULL)
+    body->set_action(action);
+  if(arms != NULL)
+    arms->set_action(action);
+  if(feet != NULL)
+    feet->set_action(action);
+}
+
+void
+TuxBodyParts::one_time_animation()
+{
+  if(head != NULL)
+    head->start_animation(1);
+  if(body != NULL)
+    body->start_animation(1);
+  if(arms != NULL)
+    arms->start_animation(1);
+  if(feet != NULL)
+    feet->start_animation(1);
+}
+
+void
+TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer,
+                  Uint32 drawing_effect)
+{
+  if(head != NULL)
+    head->draw(context, pos, layer-1, drawing_effect);
+  if(body != NULL)
+    body->draw(context, pos, layer-3, drawing_effect);
+  if(arms != NULL)
+    arms->draw(context, pos, layer,   drawing_effect);
+  if(feet != NULL)
+    feet->draw(context, pos, layer-2, drawing_effect);
+}
+
+Player::Player()
+{
+  init();
+}
+
+Player::~Player()
+{
 }
 
 void
 Player::init()
 {
+  holding_something = false;
+
   base.width = 32;
   base.height = 32;
 
   size = SMALL;
-  got_coffee = false;
-
-  // FIXME: Make the start position configurable via the levelfile
-  base.x = 100;
-  base.y = 240;
-  base.xm = 0;
-  base.ym = 0;
-  old_base = base;
+  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;
-
+  double_jumping = false;
+  can_jump = true;
+  can_double_jump = false;
+  enable_hover = false;
+  butt_jump = false;
+  
   frame_main = 0;
   frame_ = 0;
-  lives = 3;
-  score = 0;
-  distros = 0;
 
   player_input_init(&input);
 
-  keymap.jump  = SDLK_UP;
-  keymap.duck  = SDLK_DOWN;
-  keymap.left  = SDLK_LEFT;
-  keymap.right = SDLK_RIGHT;
-  keymap.fire  = SDLK_LCTRL;
-
   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);
+  idle_timer.init(true);
 
   physic.reset();
 }
@@ -106,6 +184,8 @@ Player::init()
 int
 Player::key_event(SDLKey key, int state)
 {
+  idle_timer.start(IDLE_TIME);
+
   if(key == keymap.right)
     {
       input.right = state;
@@ -128,9 +208,28 @@ Player::key_event(SDLKey key, int state)
     }
   else if(key == keymap.fire)
     {
+      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 false;
 }
@@ -139,11 +238,9 @@ void
 Player::level_begin()
 {
   base.x  = 100;
-  base.y  = 240;
-  base.xm = 0;
-  base.ym = 0;
-  old_base = base;
-  previous_base = base;
+  base.y  = 170;
+  previous_base = old_base = base;
+  duck = false;
 
   dying = DYING_NOT;
 
@@ -153,42 +250,73 @@ Player::level_begin()
   skidding_timer.init(true);
   safe_timer.init(true);
   frame_timer.init(true);
+  growing_timer.init(true);
+  idle_timer.init(true);
 
   physic.reset();
 }
 
 void
-Player::action(double frame_ratio)
+Player::action(float elapsed_time)
 {
   bool jumped_in_solid = false;
 
-  /* --- HANDLE TUX! --- */
+  if(dying && !dying_timer.check()) {
+    dead = true;
+    return;
+  }
 
-  if(!dying)
-    handle_input();
+  if (input.fire == UP)
+    holding_something = false;
 
   /* Move tux: */
   previous_base = base;
 
-  physic.apply(frame_ratio, base.x, base.y);
+  /* --- HANDLE TUX! --- */
+  if(dying == DYING_NOT)
+    handle_input();
 
-  if (!dying)
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+
+  if(dying == DYING_NOT) 
     {
+      base_type target = base;
 
-      collision_swept_object_map(&old_base,&base);
-      keep_in_bounds();
+      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);
+      }
+
+      // 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( !on_ground())
+      // Land:
+      if (!on_ground())
         {
           physic.enable_gravity(true);
           if(under_solid())
             {
               // fall down
-              physic.set_velocity(physic.get_velocity_x(), 0);
+              physic.set_velocity_y(0);
               jumped_in_solid = true;
+              jumping = false;
             }
         }
       else
@@ -197,12 +325,13 @@ Player::action(double frame_ratio)
           if (physic.get_velocity_y() < 0)
             {
               base.y = (int)(((int)base.y / 32) * 32);
-              physic.set_velocity(physic.get_velocity_x(), 0);
+              physic.set_velocity_y(0);
             }
 
           physic.enable_gravity(false);
           /* Reset score multiplier (for multi-hits): */
-          player_status.score_multiplier = 1;
+          if (!invincible_timer.started())
+            player_status.score_multiplier = 1;
         }
 
       if(jumped_in_solid)
@@ -210,26 +339,30 @@ Player::action(double frame_ratio)
           if (isbrick(base.x, base.y) ||
               isfullbox(base.x, base.y))
             {
-              World::current()->trygrabdistro(base.x, base.y - 32,BOUNCE);
-              World::current()->trybumpbadguy(base.x, base.y - 64);
+             Sector::current()->trygrabdistro(
+                  Vector(base.x, base.y - 32), BOUNCE);
+              Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64));
 
-              World::current()->trybreakbrick(base.x, base.y, size == SMALL);
+              Sector::current()->trybreakbrick(
+                  Vector(base.x, base.y), size == SMALL);
 
               bumpbrick(base.x, base.y);
-              World::current()->tryemptybox(base.x, base.y, RIGHT);
+              Sector::current()->tryemptybox(Vector(base.x, base.y), RIGHT);
             }
 
           if (isbrick(base.x+ 31, base.y) ||
               isfullbox(base.x+ 31, base.y))
             {
-              World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
-              World::current()->trybumpbadguy(base.x+ 31, base.y - 64);
+             Sector::current()->trygrabdistro(
+                  Vector(base.x+ 31, base.y - 32), BOUNCE);
+              Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64));
 
               if(size == BIG)
-                World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL);
+                Sector::current()->trybreakbrick(
+                    Vector(base.x+ 31, base.y), size == SMALL);
 
               bumpbrick(base.x+ 31, base.y);
-              World::current()->tryemptybox(base.x+ 31, base.y, LEFT);
+              Sector::current()->tryemptybox(Vector(base.x+ 31, base.y), LEFT);
             }
         }
 
@@ -245,52 +378,15 @@ Player::action(double frame_ratio)
               jumping = false;
             }
         }
-
     }
 
-  safe_timer.check();
-
-
   /* ---- DONE HANDLING TUX! --- */
 
-  /* Handle invincibility timer: */
-  if (get_current_music() == HERRING_MUSIC && !invincible_timer.check())
-    {
-      /*
-         no, we are no more invincible
-         or we were not in invincible mode
-         but are we in hurry ?
-       */
-
-      // FIXME: Move this to gamesession
-      if (GameSession::current()->time_left.get_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(&skidding_timer); // disabled
-
-  /* End of level? */
-  if (base.x >= World::current()->get_level()->endpos
-      && World::current()->get_level()->endpos != 0)
-    {
-      player_status.next_level = 1;
-    }
-
+  // check some timers
+  skidding_timer.check();
+  invincible_timer.check();
+  safe_timer.check();
+  kick_timer.check();
 }
 
 bool
@@ -298,7 +394,7 @@ Player::on_ground()
 {
   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)  );
+           issolid(base.x + base.width - 1, base.y + base.height));
 }
 
 bool
@@ -309,219 +405,262 @@ Player::under_solid()
            issolid(base.x + base.width - 1, base.y)  );
 }
 
-void
-Player::handle_horizontal_input(int newdir)
+bool
+Player::tiles_on_air(int tiles)
 {
-  if(duck)
-    return;
+  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()
+{
   float vx = physic.get_velocity_x();
   float vy = physic.get_velocity_y();
-  dir = newdir;
-
-  // skid if we're too fast
-  if(dir != newdir && on_ground() && fabs(physic.get_velocity_x()) > SKID_XM 
-     && !skidding_timer.started())
-    {
-      skidding_timer.start(SKID_TIME);
-      play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
-      return;
-    }
-
-  if ((newdir ? (vx < 0) : (vx > 0)) && !isice(base.x, base.y + base.height) &&
-      !skidding_timer.started())
-    {
-      //vx = 0;
-    }
-
-  /* Facing the direction we're jumping?  Go full-speed: */
-  if (input.fire == UP)
-    {
-      if(vx >= MAX_WALK_XM) {
+  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;
-        physic.set_acceleration(0, 0); // enough speedup
-      } else if(vx <= -MAX_WALK_XM) {
+        ax = 0;
+      } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
         vx = -MAX_WALK_XM;
-        physic.set_acceleration(0, 0);
+        ax = 0;
       }
-      physic.set_acceleration(newdir ? 0.02 : -0.02, 0);
-      if(fabs(vx) < 1) // set some basic run speed
-        vx = newdir ? 1 : -1;
-#if 0
-      vx += ( newdir ? WALK_SPEED : -WALK_SPEED) * frame_ratio;
-
-      if(newdir)
-        {
-          if (vx > MAX_WALK_XM)
-            vx = MAX_WALK_XM;
-        }
-      else
-        {
-          if (vx < -MAX_WALK_XM)
-            vx = -MAX_WALK_XM;
-        }
-#endif
-    }
-  else if ( input.fire == DOWN)
-    {
-      if(vx >= MAX_RUN_XM) {
+  } else {
+      ax = dirsign * RUN_ACCELERATION_X;
+      // limit speed
+      if(vx >= MAX_RUN_XM && dirsign > 0) {
         vx = MAX_RUN_XM;
-        physic.set_acceleration(0, 0); // enough speedup      
-      } else if(vx <= -MAX_RUN_XM) {
+        ax = 0;
+      } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
         vx = -MAX_RUN_XM;
-        physic.set_acceleration(0, 0);
+        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);
+          SoundManager::get()->play_sound(IDToSound(SND_SKID));
+          ax *= 2.5;
+      } else {
+          ax *= 2;
       }
-      physic.set_acceleration(newdir ? 0.03 : -0.03, 0);
-      if(fabs(vx) < 1) // set some basic run speed
-        vx = newdir ? 1 : -1;
+  }
+
+  // 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 0
-      vx = vx + ( newdir ? RUN_SPEED : -RUN_SPEED) * frame_ratio;
+  // 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.
+     */
 
-      if(newdir)
-        {
-          if (vx > MAX_RUN_XM)
-            vx = MAX_RUN_XM;
-        }
-      else
-        {
-          if (vx < -MAX_RUN_XM)
-            vx = -MAX_RUN_XM;
-        }
-#endif
-    }
-  else
-    {
-#if 0
-      /* Not facing the direction we're jumping?
-         Go half-speed: */
-      vx = vx + ( newdir ? (WALK_SPEED / 2) : -(WALK_SPEED / 2)) * frame_ratio;
+    // 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);
+  }
 
-      if(newdir)
-        {
-          if (vx > MAX_WALK_XM / 2)
-            vx = MAX_WALK_XM / 2;
-        }
-      else
-        {
-          if (vx < -MAX_WALK_XM / 2)
-            vx = -MAX_WALK_XM / 2;
-        }
-#endif
-    }
-  
   physic.set_velocity(vx, vy);
+  physic.set_acceleration(ax, ay);
 }
 
 void
 Player::handle_vertical_input()
 {
-  if(input.up == DOWN)
+  // 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 (on_ground())
-        {
-          // jump
-          physic.set_velocity(physic.get_velocity_x(), 5.5);
-          --base.y;
-          jumping = true;
-          if (size == SMALL)
-            play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
-          else
-            play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
-        }
+      global_stats.add_points(JUMPS_STAT, 1);
+
+      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;
+               double_jumping = false;
+      can_jump = false;
+               can_double_jump = false;
+      if (size == SMALL)
+        SoundManager::get()->play_sound(IDToSound(SND_JUMP));
+      else
+        SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
     }
-  else if(input.up == UP && jumping)
+  // Let go of jump key
+  else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
     {
-      jumping = false;
-      if(physic.get_velocity_y() > 0) {
-        physic.set_velocity(physic.get_velocity_x(), 0);
+      if (!double_jumping && !duck) {can_double_jump = true;}
+               jumping = false;
+      physic.set_velocity_y(0);
+    }
+       
+       // Double jump
+       if (input.up == DOWN && can_double_jump)
+         {
+                       can_double_jump = false;
+                       jumping = true;
+                       double_jumping = true;
+                       if (size == SMALL)
+            SoundManager::get()->play_sound(IDToSound(SND_JUMP));
+         else
+            SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
+                       physic.set_velocity_y(5.2);
+         }
+       
+       // 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 */
+  if (input.down == DOWN && !butt_jump && !duck)
+    if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
+      butt_jump = true;
+
+   /* When Down is not held anymore, disable butt jump */
+  if(butt_jump && input.down == UP)
+    butt_jump = false;
+
+  // Do butt jump
+  if (butt_jump && on_ground() && size == BIG)
+  {
+    // Add a smoke cloud
+    if (duck) 
+      Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y));
+    else 
+      Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y + 32));
+    
+    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;
+    }
+
+    // Kill nearby badguys
+    std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
+    for (std::vector<GameObject*>::iterator i = gameobjects.begin();
+         i != gameobjects.end();
+         i++)
+    {
+      BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+      if(badguy)
+      {
+        
+       if (fabsf(base.x - badguy->base.x) < 150 &&
+            fabsf(base.y - badguy->base.y) < 60 &&
+            (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);
       }
     }
+  }
+
+  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)
+    {
+      can_jump = true;
+    }
+
+  if(on_ground())   /* Make sure jumping is off. */
+    jumping = false;
+
+  input.old_up = input.up;
 }
 
 void
 Player::handle_input()
 {
-  /* Handle key and joystick state: */
-  if(duck == false)
-    {
-      if (input.right == DOWN && input.left == UP)
-        {
-          handle_horizontal_input(RIGHT);
-        }
-      else if (input.left == DOWN && input.right == UP)
-        {
-          handle_horizontal_input(LEFT);
-        }
-      else
-        {
-          float vx = physic.get_velocity_x();
-          if(fabs(vx) < 0.01) {
-            physic.set_velocity(0, physic.get_velocity_y());
-            physic.set_acceleration(0, 0);
-          } else if(vx < 0) {
-            physic.set_acceleration(0.1, 0);
-          } else {
-            physic.set_acceleration(-0.1, 0);
-          }
-        }
-    }
+  /* Handle horizontal movement: */
+    handle_horizontal_input();
 
   /* Jump/jumping? */
 
-  if ( input.up == DOWN || (input.up == UP && jumping))
-    {
-      handle_vertical_input();
-    }
+  if (on_ground() && input.up == UP)
+    can_jump = true;
+  handle_vertical_input();
 
   /* Shoot! */
-
-  if (input.fire == DOWN && input.old_fire == UP && got_coffee)
+  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);
-    }
-
-
-  /* Duck! */
-
-  if (input.down == DOWN)
-    {
-      if (size == BIG && duck != true)
-        {
-          duck = true;
-          base.height = 32;
-          base.y += 32;
-        }
-    }
-  else
-    {
-      if (size == BIG && duck)
-        {
-          /* Make sure we're not standing back up into a solid! */
-          base.height = 64;
-          base.y -= 32;
-
-          if (!collision_object_map(&base) /*issolid(base.x + 16, base.y - 16)*/)
-            {
-              duck = false;
-              base.height = 64;
-              old_base.y -= 32;
-              old_base.height = 64;
-            }
-          else
-            {
-              base.height = 32;
-              base.y += 32;
-            }
-        }
-      else
-        {
-          duck = false;
-        }
+      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;
     }
 
-  /* (Tux): */
-
+  /* tux animations: */
   if(!frame_timer.check())
     {
       frame_timer.start(25);
@@ -543,6 +682,47 @@ Player::handle_input()
         }
     }
 
+  /* 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(GROWING_TIME);
+
+  old_base = previous_base = base;
 }
 
 void
@@ -551,288 +731,239 @@ Player::grabdistros()
   /* Grab distros: */
   if (!dying)
     {
-      World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
-      World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
-
-      World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
-      World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
+      Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
+      Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), 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(size == BIG)
         {
-          World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
-          World::current()->trygrabdistro(base.x+ 31, base.y + 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(lives < MAX_LIVES)
-        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);
+      SoundManager::get()->play_sound(IDToSound(SND_LIFEUP));
     }
 }
 
 void
-Player::draw()
+Player::draw(DrawingContext& context)
 {
-  if (!safe_timer.started() || (global_frame_counter % 2) == 0)
-    {
-      if (size == SMALL)
-        {
-          if (invincible_timer.started())
-            {
-              /* Draw cape: */
+  TuxBodyParts* tux_body;
+          
+  if (size == SMALL)
+    tux_body = small_tux;
+  else if (got_power == FIRE_POWER)
+    tux_body = fire_tux;
+  else if (got_power == ICE_POWER)
+    tux_body = ice_tux;
+  else
+    tux_body = big_tux;
 
-              if (dir == RIGHT)
-                {
-                  texture_draw(&cape_right[global_frame_counter % 2],
-                               base.x- scroll_x, base.y);
-                }
-              else
-                {
-                  texture_draw(&cape_left[global_frame_counter % 2],
-                               base.x- scroll_x, base.y);
-                }
-            }
+  int layer = LAYER_OBJECTS - 1;
+  Vector pos = Vector(base.x, base.y);
 
+  /* Set Tux sprite action */
+  if (duck && size == BIG)
+    {
+    if(dir == LEFT)
+      tux_body->set_action("duck-left");
+    else // dir == RIGHT
+      tux_body->set_action("duck-right");
+    }
+  else if (skidding_timer.started())
+    {
+    if(dir == LEFT)
+      tux_body->set_action("skid-left");
+    else // dir == RIGHT
+      tux_body->set_action("skid-right");
+    }
+  else if (kick_timer.started())
+    {
+    if(dir == LEFT)
+      tux_body->set_action("kick-left");
+    else // dir == RIGHT
+      tux_body->set_action("kick-right");
+    }
+  else if (butt_jump)
+    {
+    if(dir == LEFT)
+      tux_body->set_action("buttjump-left");
+    else // dir == RIGHT
+      tux_body->set_action("buttjump-right");
+    }
+  else if (physic.get_velocity_y() != 0)
+    {
+    if(dir == LEFT)
+      tux_body->set_action("jump-left");
+    else // dir == RIGHT
+      tux_body->set_action("jump-right");
+    }
+  else
+    {
+    if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
+      {
+      if(dir == LEFT)
+        tux_body->set_action("stand-left");
+      else // dir == RIGHT
+        tux_body->set_action("stand-right");
+      }
+    else // moving
+      {
+      if(dir == LEFT)
+        tux_body->set_action("walk-left");
+      else // dir == RIGHT
+        tux_body->set_action("walk-right");
+      }
+    }
 
-          if (!got_coffee)
-            {
-              if (physic.get_velocity_y() != 0)
-                {
-                  if (dir == RIGHT)
-                    texture_draw(&smalltux_jump_right, base.x - scroll_x, base.y - 10);
-                  else
-                    texture_draw(&smalltux_jump_left, base.x - scroll_x, base.y - 10);                   
-                }
-              else
-                {
-                  if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
-                    {
-                      if (dir == RIGHT)
-                        texture_draw(&smalltux_stand_right, base.x - scroll_x, base.y - 9);
-                      else
-                        texture_draw(&smalltux_stand_left, base.x - scroll_x, base.y - 9);
-                    }
-                  else // moving
-                    {
-                      if (dir == RIGHT)
-                        texture_draw(&tux_right[(global_frame_counter/2) % tux_right.size()], 
-                                     base.x - scroll_x, base.y - 9);
-                      else
-                        texture_draw(&tux_left[(global_frame_counter/2) % tux_left.size()], 
-                                     base.x - scroll_x, base.y - 9);
-                    }
-                }
-            }
-          else
-            {
-              /* Tux got coffee! */
+  if(idle_timer.get_left() < 0)
+    {
+    if(size == BIG)
+      {
+      if(dir == LEFT)
+        tux_body->head->set_action("idle-left");
+      else // dir == RIGHT
+        tux_body->head->set_action("idle-right");
+
+      tux_body->head->start_animation(1);
+      }
 
-              if (dir == RIGHT)
-                {
-                  texture_draw(&firetux_right[frame_], base.x- scroll_x, base.y);
-                }
-              else
-                {
-                  texture_draw(&firetux_left[frame_], base.x- scroll_x, base.y);
-                }
-            }
-        }
-      else
-        {
-          if (invincible_timer.started())
-            {
-              /* Draw cape: */
-              if (dir == RIGHT)
-                {
-                  texture_draw(&bigcape_right[global_frame_counter % 2],
-                               base.x- scroll_x - 8, base.y);
-                }
-              else
-                {
-                  texture_draw(&bigcape_left[global_frame_counter % 2],
-                               base.x-scroll_x - 8, base.y);
-                }
-            }
+    idle_timer.start(IDLE_TIME);
+    }
 
-          if (!got_coffee)
-            {
-              if (!duck)
-                {
-                  if (!skidding_timer.started())
-                    {
-                      if (!jumping || physic.get_velocity_y() > 0)
-                        {
-                          if (dir == RIGHT)
-                            {
-                              texture_draw(&bigtux_right[frame_],
-                                           base.x- scroll_x - 8, base.y);
-                            }
-                          else
-                            {
-                              texture_draw(&bigtux_left[frame_],
-                                           base.x- scroll_x - 8, base.y);
-                            }
-                        }
-                      else
-                        {
-                          if (dir == RIGHT)
-                            {
-                              texture_draw(&bigtux_right_jump,
-                                           base.x- scroll_x - 8, base.y);
-                            }
-                          else
-                            {
-                              texture_draw(&bigtux_left_jump,
-                                           base.x- scroll_x - 8, base.y);
-                            }
-                        }
-                    }
-                  else
-                    {
-                      if (dir == RIGHT)
-                        {
-                          texture_draw(&skidtux_right,
-                                       base.x- scroll_x - 8, base.y);
-                        }
-                      else
-                        {
-                          texture_draw(&skidtux_left,
-                                       base.x- scroll_x - 8, base.y);
-                        }
-                    }
-                }
-              else
-                {
-                  if (dir == RIGHT)
-                    {
-                      texture_draw(&ducktux_right, base.x- scroll_x - 8, base.y - 16);
-                    }
-                  else
-                    {
-                      texture_draw(&ducktux_left, base.x- scroll_x - 8, base.y - 16);
-                    }
-                }
-            }
-          else
-            {
-              /* Tux has coffee! */
+  // Tux is holding something
+  if ((holding_something && physic.get_velocity_y() == 0) ||
+      shooting_timer.check())
+    {
+    if (duck)
+      {
+      if(dir == LEFT)
+        tux_body->arms->set_action("duck+grab-left");
+      else // dir == RIGHT
+        tux_body->arms->set_action("duck+grab-right");
+      }
+    else
+      {
+      if(dir == LEFT)
+        tux_body->arms->set_action("grab-left");
+      else // dir == RIGHT
+        tux_body->arms->set_action("grab-right");
+      }
+    }
 
-              if (!duck)
-                {
-                  if (!skidding_timer.started())
-                    {
-                      if (!jumping || physic.get_velocity_y() > 0)
-                        {
-                          if (dir == RIGHT)
-                            {
-                              texture_draw(&bigfiretux_right[frame_],
-                                           base.x- scroll_x - 8, base.y);
-                            }
-                          else
-                            {
-                              texture_draw(&bigfiretux_left[frame_],
-                                           base.x- scroll_x - 8, base.y);
-                            }
-                        }
-                      else
-                        {
-                          if (dir == RIGHT)
-                            {
-                              texture_draw(&bigfiretux_right_jump,
-                                           base.x- scroll_x - 8, base.y);
-                            }
-                          else
-                            {
-                              texture_draw(&bigfiretux_left_jump,
-                                           base.x- scroll_x - 8, base.y);
-                            }
-                        }
-                    }
-                  else
-                    {
-                      if (dir == RIGHT)
-                        {
-                          texture_draw(&skidfiretux_right,
-                                       base.x- scroll_x - 8, base.y);
-                        }
-                      else
-                        {
-                          texture_draw(&skidfiretux_left,
-                                       base.x- scroll_x - 8, base.y);
-                        }
-                    }
-                }
-              else
-                {
-                  if (dir == RIGHT)
-                    {
-                      texture_draw(&duckfiretux_right, base.x- scroll_x - 8, base.y - 16);
-                    }
-                  else
-                    {
-                      texture_draw(&duckfiretux_left, base.x- scroll_x - 8, base.y - 16);
-                    }
-                }
-            }
-        }
+  /* Draw Tux */
+  if (dying == DYING_SQUISHED)
+    {
+    smalltux_gameover->draw(context, pos, LAYER_FOREGROUNDTILES+1);
+    }
+  else if(growing_timer.check())
+    {
+    if(size == SMALL)
+      {
+      if (dir == RIGHT)
+        context.draw_surface(growingtux_right[GROWING_FRAMES-1 - 
+                 ((growing_timer.get_gone() *
+                 GROWING_FRAMES) / GROWING_TIME)], pos, layer);
+      else
+        context.draw_surface(growingtux_left[GROWING_FRAMES-1 - 
+                ((growing_timer.get_gone() *
+                GROWING_FRAMES) / GROWING_TIME)], pos, layer);
+      }
+    else
+      {
+      if (dir == RIGHT)
+        context.draw_surface(growingtux_right[(growing_timer.get_gone() *
+                GROWING_FRAMES) / GROWING_TIME], pos, layer);
+      else
+        context.draw_surface(growingtux_left[(growing_timer.get_gone() *
+                             GROWING_FRAMES) / GROWING_TIME], pos, layer);
+      }
     }
+  else if (safe_timer.started() && global_frame_counter%2)
+    ;  // don't draw Tux
+  else
+    tux_body->draw(context, pos, layer, dir == LEFT ? HORIZONTAL_FLIP : NONE_EFFECT);
+
+  // Draw blinking star overlay
+  if (invincible_timer.started() &&
+     (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);
+    else
+      bigtux_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);
+}
 
-  if(dying)
-    text_drawf(&gold_text,"Penguins can fly !:",0,0,A_HMIDDLE,A_VMIDDLE,1);
+void
+Player::collision(const MovingObject& other, int collision_type)
+{
+  (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 = (BadGuy*) p_c_object;
-      /* Hurt the player if he just touched it: */
 
+     /* Hurt player if he touches a badguy */
       if (!pbad_c->dying && !dying &&
           !safe_timer.started() &&
-          pbad_c->mode != HELD)
+          pbad_c->mode != BadGuy::HELD)
         {
-          if (pbad_c->mode == FLAT && input.fire == DOWN)
+          if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
+               && !holding_something)
             {
-              pbad_c->mode = HELD;
+              holding_something = true;
+              pbad_c->mode = BadGuy::HELD;
               pbad_c->base.y-=8;
             }
-          else if (pbad_c->mode == KICK)
+          else if (pbad_c->mode == BadGuy::FLAT)
+            {
+              // Don't get hurt if we're kicking a flat badguy!
+            }
+          else if (pbad_c->mode == BadGuy::KICK)
             {
-              if (base.y < pbad_c->base.y - 16)
+              /* 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);
+                  kill(SHRINK);
                 }
               else
-                {
-                  /* Hurt if you get hit by kicked laptop: */
-                  if (!invincible_timer.started())
-                    {
-                      kill(SHRINK);
-                    }
-                  else
-                    {
-                      pbad_c->dying = DYING_FALLING;
-                      play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
-                      World::current()->add_score(pbad_c->base.x - scroll_x,
-                                                  pbad_c->base.y,
-                                                  25 * player_status.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 (!invincible_timer.started())
@@ -841,12 +972,64 @@ Player::collision(void* p_c_object, int c_object)
                 }
               else
                 {
-                  pbad_c->kill_me();
+                  pbad_c->kill_me(25);
                 }
             }
           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;
     }
@@ -856,103 +1039,108 @@ Player::collision(void* p_c_object, int c_object)
 /* Kill Player! */
 
 void
-Player::kill(int mode)
+Player::kill(HurtMode mode)
 {
-  play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
+  if(dying)
+    return;
+  
+  SoundManager::get()->play_sound(IDToSound(SND_HURT));
 
-  physic.set_velocity(0, physic.get_velocity_y());
+  physic.set_velocity_x(0);
 
   if (mode == SHRINK && size == BIG)
     {
-      if (got_coffee)
-        got_coffee = false;
-
-      size = SMALL;
-      base.height = 32;
-
-      safe_timer.start(TUX_SAFE_TIME);
+      if (got_power != NONE_POWER)
+        {
+          safe_timer.start(TUX_SAFE_TIME);
+          got_power = NONE_POWER;
+        }
+      else
+        {
+          growing_timer.start(GROWING_TIME);
+          safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
+          size = SMALL;
+          base.height = 32;
+          duck = false;
+        }
     }
   else
     {
-      if(size == BIG)
-        duck = true;
-
       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::is_dying()
-{
-  /* He died :^( */
-
-  --lives;
-  remove_powerups();
-  dying = DYING_NOT;
-}
-
-bool Player::is_dead()
-{
-  if(base.y > screen->h)
-    return true;
-  else
-    return false;
-}
-
 /* Remove Tux's power ups */
 void
 Player::remove_powerups()
 {
-  got_coffee = false;
+  got_power = NONE_POWER;
   size = SMALL;
   base.height = 32;
 }
 
 void
-Player::keep_in_bounds()
+Player::move(const Vector& vector)
 {
-  Level* plevel = World::current()->get_level();
+  base.x = vector.x;
+  base.y = vector.y;
+  old_base = previous_base = base;
+}
 
+void
+Player::check_bounds(Camera* camera)
+{
   /* Keep tux in bounds: */
-  if (base.x< 0)
-    base.x= 0;
-  else if(base.x< scroll_x)
-    base.x= scroll_x;
-  else if (base.x< 160 + scroll_x && scroll_x > 0 && debug_mode)
-    {
-      scroll_x = base.x- 160;
-      /*base.x+= 160;*/
-
-      if(scroll_x < 0)
-        scroll_x = 0;
-
+  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;
     }
-  else if (base.x > screen->w / 2 + scroll_x
-           && scroll_x < ((World::current()->get_level()->width * 32) - screen->w))
-    {
-      // FIXME: Scrolling needs to be handled by a seperate View
-      // class, doing it as a player huck is ugly
 
-      // Scroll the screen in past center:
-      scroll_x = base.x - screen->w / 2;
-
-      if (scroll_x > ((plevel->width * 32) - screen->w))
-        scroll_x = ((plevel->width * 32) - screen->w);
-    }
-  else if (base.x> 608 + scroll_x)
+  /* Keep in-bounds, vertically: */
+  if (base.y > Sector::current()->solids->get_height() * 32)
     {
-      /* ... unless there's no more to scroll! */
-
-      /*base.x= 608 + scroll_x;*/
+      kill(KILL);
+      return;
     }
 
-  /* Keep in-bounds, vertically: */
-
-  if (base.y > screen->h)
-    {
+  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;
     }
+  }
+}
+
+void
+Player::bounce(BadGuy* badguy)
+{
+  if (input.up)
+    physic.set_velocity_y(5.2);
+  else
+    physic.set_velocity_y(2);
+
+  // Move the player a little bit above the badguy to avoid collision
+  // between badguy and player directly after the bounce has happend
+  base.y = badguy->base.y - base.height - 2;
 }
+
+/* EOF */
+