#include "gameloop.h"
#include "trigger/trigger_base.h"
-// behavior definitions:
-#define TILES_FOR_BUTTJUMP 3
-// animation times (in ms):
-#define SHOOTING_TIME .150
-
-// time before idle animation starts
-#define IDLE_TIME 2.500
+static const int TILES_FOR_BUTTJUMP = 3;
+static const float SHOOTING_TIME = .150;
+/// time before idle animation starts
+static const float IDLE_TIME = 2.5;
+
+static const float WALK_ACCELERATION_X = 300;
+static const float RUN_ACCELERATION_X = 400;
+static const float SKID_XM = 200;
+static const float SKID_TIME = .3;
+static const float MAX_WALK_XM = 230;
+static const float MAX_RUN_XM = 320;
+static const float WALK_SPEED = 100;
// growing animation
Surface* growingtux_left[GROWING_FRAMES];
keymap.right = SDLK_RIGHT;
keymap.power = SDLK_LCTRL;
- keymap.jump = SDLK_LALT;
+ keymap.jump = SDLK_SPACE;
}
void player_input_init(player_input_type* pplayer_input)
}
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()
+TuxBodyParts::set_action(std::string action, int loops)
{
if(head != NULL)
- head->start_animation(1);
+ head->set_action(action, loops);
if(body != NULL)
- body->start_animation(1);
+ body->set_action(action, loops);
if(arms != NULL)
- arms->start_animation(1);
+ arms->set_action(action, loops);
if(feet != NULL)
- feet->start_animation(1);
+ feet->set_action(action, loops);
}
void
{
holding_something = false;
- bbox.set_size(32, 32);
+ bbox.set_size(31.8, 31.8);
size = SMALL;
got_power = NONE_POWER;
on_ground_flag = false;
- frame_main = 0;
- frame_ = 0;
-
player_input_init(&input);
- frame_timer.start(.025, true);
-
physic.reset();
}
skidding_timer.start(SKID_TIME);
SoundManager::get()->play_sound(IDToSound(SND_SKID));
// dust some partcles
- Sector::current()->add_particles(
- Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0),
+ Sector::current()->add_object(
+ new Particles(
+ Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0),
bbox.p2.y),
dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
- Vector(280,-260), Vector(0,0.030), 3, Color(100,100,100), 3, 800,
- LAYER_OBJECTS+1);
+ Vector(280,-260), Vector(0,0.030), 3, Color(100,100,100), 3, .8,
+ LAYER_OBJECTS+1));
ax *= 2.5;
}
}
#endif
+ // extend/shrink tux collision rectangle so that we fall through/walk over 1
+ // tile holes
+ if(fabsf(vx) > MAX_WALK_XM) {
+ bbox.set_width(33);
+ } else {
+ bbox.set_width(31.8);
+ }
+
physic.set_velocity(vx, vy);
physic.set_acceleration(ax, ay);
}
fall_mode = JUMPING;
}
+ if(on_ground()) { /* Make sure jumping is off. */
+ jumping = false;
+ flapping = false;
+ falling_from_flap = false;
+ if (flapping_timer.started()) {
+ flapping_timer.start(0);
+ }
+
+ physic.set_acceleration_y(0); //for flapping
+ }
+
// Press jump key
if(input.jump == DOWN && can_jump && on_ground())
{
}
if (jumping && physic.get_velocity_y() > 0)
{
- printf("jumpend.\n");
jumping = false;
physic.set_velocity_y(0);
}
}
#endif
- if(on_ground()) /* Make sure jumping is off. */
- {
- jumping = false;
- flapping = false;
- falling_from_flap = false;
- if (flapping_timer.started()) {
- flapping_timer.start(0);
- }
-
- physic.set_acceleration_y(0); //for flapping
- }
-
input.old_jump = input.jump;
}
input.old_fire = DOWN;
}
-#if 0
- /* tux animations: */
- if(frame_timer.check()) {
- if (input.right == UP && input.left == UP)
- {
- frame_main = 1;
- frame_ = 1;
- }
- else
- {
- if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
- (global_frame_counter % 4) == 0)
- frame_main = (frame_main + 1) % 4;
-
- frame_ = frame_main;
-
- if (frame_ == 3)
- frame_ = 1;
- }
- }
-#endif
-
/* Duck! */
if (input.down == DOWN && size == BIG && !duck
&& physic.get_velocity_y() == 0 && on_ground())
{
duck = true;
bbox.move(Vector(0, 32));
- bbox.set_height(32);
+ bbox.set_height(31.8);
}
else if(input.down == UP && size == BIG && duck)
{
// try if we can really unduck
bbox.move(Vector(0, -32));
- bbox.set_height(64);
+ bbox.set_height(63.8);
duck = false;
// FIXME
#if 0
} else {
// undo the ducking changes
bbox.move(Vector(0, 32));
- bbox.set_height(32);
+ bbox.set_height(31.8);
}
#endif
}
return;
size = BIG;
- bbox.set_height(64);
+ bbox.set_height(63.8);
bbox.move(Vector(0, -32));
if(animate)
else
tux_body = big_tux;
- int layer = LAYER_OBJECTS - 1;
+ int layer = LAYER_OBJECTS + 10;
/* Set Tux sprite action */
if (duck && size == BIG)
if(size == BIG)
{
if(dir == LEFT)
- tux_body->head->set_action("idle-left");
+ tux_body->head->set_action("idle-left", 1);
else // dir == RIGHT
- tux_body->head->set_action("idle-right");
-
- tux_body->head->start_animation(1);
+ tux_body->head->set_action("idle-right", 1);
}
}
get_pos(), layer);
}
}
- else if (safe_timer.started() && global_frame_counter%2)
+ else if (safe_timer.started() && size_t(global_time*40)%2)
; // don't draw Tux
else
tux_body->draw(context, get_pos(), layer);
// Draw blinking star overlay
if (invincible_timer.started() &&
(invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING
- || global_frame_counter % 3)
+ || size_t(global_time*20)%2)
&& !dying)
{
if (size == SMALL || duck)
- smalltux_star->draw(context, get_pos(), LAYER_OBJECTS + 2);
+ smalltux_star->draw(context, get_pos(), layer + 5);
else
- bigtux_star->draw(context, get_pos(), LAYER_OBJECTS + 2);
+ bigtux_star->draw(context, get_pos(), layer + 5);
}
if (debug_mode)
context.draw_filled_rect(get_pos(),
Vector(bbox.get_width(), bbox.get_height()),
- Color(75,75,75, 150), LAYER_OBJECTS+1);
+ Color(75,75,75, 150), LAYER_OBJECTS+20);
}
HitResponse
Player::collision(GameObject& other, const CollisionHit& hit)
{
- if(dying) {
- return FORCE_MOVE;
- }
-
if(other.get_flags() & FLAG_SOLID) {
if(hit.normal.y < 0) { // landed on floor?
if (physic.get_velocity_y() < 0)
physic.set_velocity_y(0);
on_ground_flag = true;
} else if(hit.normal.y > 0) { // bumped against the roof
- physic.set_velocity_y(0);
+ physic.set_velocity_y(.1);
}
- if(hit.normal.x != 0) { // hit on the side?
- if(hit.normal.y > 0.6) // limits the slopes we can move up...
- physic.set_velocity_x(0);
+ if(fabsf(hit.normal.x) > .9) { // hit on the side?
+ physic.set_velocity_x(0);
}
return CONTINUE;
return FORCE_MOVE;
}
-#if 0
-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 player if he touches a badguy */
- if (!pbad_c->dying && !dying &&
- !safe_timer.started() &&
- pbad_c->mode != BadGuy::HELD)
- {
- if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
- && !holding_something)
- {
- holding_something = true;
- pbad_c->mode = BadGuy::HELD;
- pbad_c->base.y-=8;
- }
- 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)
- {
- /* Hurt if you get hit by kicked laptop: */
- if (!invincible_timer.started())
- {
- kill(SHRINK);
- }
- else
- 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())
- {
- kill(SHRINK);
- }
- else
- {
- 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;
- }
-
-}
-#endif
-
void
Player::make_invincible()
{
growing_timer.start(GROWING_TIME);
safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
size = SMALL;
- bbox.set_height(32);
+ bbox.set_height(31.8);
duck = false;
}
}
--player_status.lives;
dying = DYING_SQUISHED;
dying_timer.start(3.0);
+ flags |= FLAG_NO_COLLDET;
}
}
{
got_power = NONE_POWER;
size = SMALL;
- bbox.set_height(32);
+ bbox.set_height(31.8);
}
void
}
void
-Player::bounce(BadGuy& badguy)
+Player::bounce(BadGuy& )
{
//Make sure we stopped flapping
flapping = false;