- made some changes for joystick in menu. better?
[supertux.git] / src / player.cpp
index a00560e..717878e 100644 (file)
@@ -64,6 +64,17 @@ void player_input_init(player_input_type* pplayer_input)
   pplayer_input->old_up = UP;
 }
 
+Player::Player(DisplayManager& display_manager)
+{
+  display_manager.add_drawable(this, LAYER_OBJECTS-1); // for tux himself
+  display_manager.add_drawable(this, LAYER_OBJECTS+1); // for the arm
+  init();
+}
+
+Player::~Player()
+{
+}
+
 void
 Player::init()
 {
@@ -79,8 +90,6 @@ Player::init()
 
   base.x = plevel->start_pos_x;
   base.y = plevel->start_pos_y;
-  base.xm = 0;
-  base.ym = 0;
   previous_base = old_base = base;
   dir = RIGHT;
   old_dir = dir;
@@ -144,8 +153,6 @@ Player::level_begin()
 {
   base.x  = 100;
   base.y  = 170;
-  base.xm = 0;
-  base.ym = 0;
   previous_base = old_base = base;
   duck = false;
 
@@ -162,7 +169,7 @@ Player::level_begin()
 }
 
 void
-Player::action(double frame_ratio)
+Player::action(float elapsed_time)
 {
   bool jumped_in_solid = false;
 
@@ -176,7 +183,7 @@ Player::action(double frame_ratio)
   if(dying == DYING_NOT)
     handle_input();
 
-  physic.apply(frame_ratio, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y);
 
   if(dying == DYING_NOT) 
     {
@@ -184,6 +191,14 @@ Player::action(double frame_ratio)
 
       collision_swept_object_map(&old_base, &base);
 
+      if (!invincible_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)
         {
@@ -195,7 +210,7 @@ Player::action(double frame_ratio)
       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 += elapsed_time * WALK_SPEED * (dir ? 1: -1);
           previous_base = old_base = base;
         }
 
@@ -382,49 +397,51 @@ void
 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))
@@ -436,6 +453,9 @@ Player::handle_vertical_input()
       can_jump = true;
     }
 
+  if(on_ground())   /* Make sure jumping is off. */
+    jumping = false;
+
   input.old_up = input.up;
 }
 
@@ -449,16 +469,13 @@ Player::handle_input()
 
   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);
+      World::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
+          physic.get_velocity_x(), dir);
       input.old_fire = DOWN;
     }
 
@@ -493,13 +510,21 @@ Player::handle_input()
       // 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;
+      }   
     }
 }
 
@@ -548,100 +573,115 @@ Player::grabdistros()
 }
 
 void
-Player::draw()
+Player::draw(ViewPort& viewport, int layer)
 {
+  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;
+
+  Vector pos = viewport.world2screen(Vector(base.x, base.y));
+
+  if(layer == LAYER_OBJECTS + 1) {
+    // Draw arm overlay graphics when Tux is holding something
+    if (holding_something && physic.get_velocity_y() == 0)
+    {
+      if (dir == RIGHT)
+        sprite->grab_right->draw(pos);
+      else
+        sprite->grab_left->draw(pos);
+    }
+
+    // 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(pos);
+      else
+        largetux_star->draw(pos);
+    }
+    
+    return;
+  }
+  
   if (!safe_timer.started() || (global_frame_counter % 2) == 0)
     {
       if (dying == DYING_SQUISHED)
         {
-          smalltux_gameover->draw(base.x, base.y);
+          smalltux_gameover->draw(pos);
         }
       else
         {
-          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;
-          
           if (duck && size != SMALL)
             {
               if (dir == RIGHT)
-                sprite->duck_right->draw(base.x, base.y);
+                sprite->duck_right->draw(pos);
               else 
-                sprite->duck_left->draw(base.x, base.y);
+                sprite->duck_left->draw(pos);
             }
           else if (skidding_timer.started())
             {
               if (dir == RIGHT)
-                sprite->skid_right->draw(base.x, base.y);
+                sprite->skid_right->draw(pos);
               else
-                sprite->skid_left->draw(base.x, base.y); 
+                sprite->skid_left->draw(pos); 
             }
           else if (kick_timer.started())
             {
               if (dir == RIGHT)
-                sprite->kick_right->draw(base.x, base.y);
+                sprite->kick_right->draw(pos);
               else
-                sprite->kick_left->draw(base.x, base.y); 
+                sprite->kick_left->draw(pos); 
             }
           else if (physic.get_velocity_y() != 0)
             {
               if (dir == RIGHT)
-                sprite->jump_right->draw(base.x, base.y);
+                sprite->jump_right->draw(pos);
               else
-                sprite->jump_left->draw(base.x, base.y);                   
+                sprite->jump_left->draw(pos);                   
             }
           else
             {
               if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
                 {
                   if (dir == RIGHT)
-                    sprite->stand_right->draw( base.x, base.y);
+                    sprite->stand_right->draw(pos);
                   else
-                    sprite->stand_left->draw( base.x, base.y);
+                    sprite->stand_left->draw(pos);
                 }
               else // moving
                 {
                   if (dir == RIGHT)
-                    sprite->walk_right->draw(base.x, base.y);
+                    sprite->walk_right->draw(pos);
                   else
-                    sprite->walk_left->draw(base.x, base.y);
+                    sprite->walk_left->draw(pos);
                 }
             }
-                      
-          // Draw arm overlay graphics when Tux is holding something
-          if (holding_something && physic.get_velocity_y() == 0)
-            {
-              if (dir == RIGHT)
-                sprite->grab_right->draw(base.x, base.y);
-              else
-                sprite->grab_left->draw(base.x, base.y);
-            }
-
-          // 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(base.x, base.y);
-              else
-                largetux_star->draw(base.x, base.y);
-            }
         }
     }     
   
   if (debug_mode)
-    fillrect(base.x - scroll_x, base.y - scroll_y, 
+    fillrect(base.x - viewport.get_translation().x,
+        base.y - viewport.get_translation().y, 
              base.width, base.height, 75,75,75, 150);
 }
 
 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;
@@ -701,7 +741,7 @@ Player::collision(void* p_c_object, int c_object)
       ptramp_c = (Trampoline*) p_c_object;
       
       // Pick up trampoline
-      if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something)
+      if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground())
       {
         holding_something = true;
         ptramp_c->mode = Trampoline::M_HELD;
@@ -788,7 +828,12 @@ Player::is_dying()
 
 bool Player::is_dead()
 {
-  if(base.y > screen->h || base.x < scroll_x - AUTOSCROLL_DEAD_INTERVAL)  // last condition can happen in auto-scrolling
+  float scroll_x =
+    World::current()->displaymanager.get_viewport().get_translation().x;
+  float scroll_y =
+    World::current()->displaymanager.get_viewport().get_translation().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
     return false;
@@ -804,7 +849,8 @@ Player::remove_powerups()
 }
 
 void
-Player::check_bounds(bool back_scrolling, bool hor_autoscroll)
+Player::check_bounds(ViewPort& viewport,
+    bool back_scrolling, bool hor_autoscroll)
 {
   /* Keep tux in bounds: */
   if (base.x < 0)
@@ -814,22 +860,22 @@ Player::check_bounds(bool back_scrolling, bool hor_autoscroll)
     }
 
   /* Keep in-bounds, vertically: */
-  if (base.y > screen->h)
+  if (base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32)
     {
       kill(KILL);
     }
 
-  if(base.x < scroll_x && (!back_scrolling || hor_autoscroll))  // can happen if back scrolling is disabled
-    base.x = scroll_x;
+  if(base.x < viewport.get_translation().x && (!back_scrolling || hor_autoscroll))  // can happen if back scrolling is disabled
+    base.x = viewport.get_translation().x;
 
   if(hor_autoscroll)
     {
-    if(base.x == scroll_x)
+    if(base.x == viewport.get_translation().x)
       if(issolid(base.x+32, base.y) || (size != SMALL && issolid(base.x+32, base.y+32)))
         kill(KILL);
 
-    if(base.x + base.width > scroll_x + screen->w)
-      base.x = scroll_x + screen->w - base.width;
+    if(base.x + base.width > viewport.get_translation().x + screen->w)
+      base.x = viewport.get_translation().x + screen->w - base.width;
     }
     
 }