+// $Id$
//
-// 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 <math.h>
+#include <iostream>
+#include <cassert>
#include "gameloop.h"
#include "globals.h"
#include "player.h"
#include "defines.h"
#include "scene.h"
#include "tile.h"
+#include "sprite.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];
+// behavior definitions:
+#define TILES_FOR_BUTTJUMP 3
+// animation times (in ms):
+#define SHOOTING_TIME 320
+// others stuff:
+#define AUTOSCROLL_DEAD_INTERVAL 300
+
+Surface* tux_life;
+
+Sprite* smalltux_gameover;
+Sprite* smalltux_star;
+Sprite* largetux_star;
+
+PlayerSprite smalltux;
+PlayerSprite largetux;
+PlayerSprite icetux;
+PlayerSprite firetux;
+
+PlayerKeymap keymap;
+
+PlayerKeymap::PlayerKeymap()
+{
+ keymap.jump = 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)
{
pplayer_input->old_fire = UP;
pplayer_input->right = UP;
pplayer_input->up = UP;
+ 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()
{
+ Level* plevel = World::current()->get_level();
+
+ 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 = plevel->start_pos_x;
+ base.y = plevel->start_pos_y;
+ previous_base = old_base = base;
dir = RIGHT;
+ old_dir = dir;
duck = false;
dying = DYING_NOT;
+ last_ground_y = 0;
+ fall_mode = ON_GROUND;
jumping = false;
+ can_jump = true;
+ 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);
physic.reset();
}
}
else if(key == keymap.fire)
{
+ if (state == UP)
+ input.old_fire = UP;
input.fire = state;
return true;
}
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;
}
void
-Player::action(double frame_ratio)
+Player::action(float elapsed_time)
{
bool jumped_in_solid = false;
- /* --- HANDLE TUX! --- */
-
- 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);
+
+ 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()
+ && (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);
+ }
- if( !on_ground())
+ // 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;
+ }
+
+ // 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;
}
}
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)
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
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;
}
- physic.set_acceleration(newdir ? 0.03 : -0.03, 0);
- if(fabs(vx) < 1) // set some basic run speed
- vx = newdir ? 1 : -1;
+ }
+
+ // 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);
+ play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
+ ax *= 2.5;
+ } else {
+ ax *= 2;
+ }
+ }
+
+ // 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);
- }
+ 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);
}
- 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);
- }
+ physic.set_velocity_y(0);
+ }
+
+ /* In case the player has pressed Down while in a certain range of air,
+ enable butt jump action */
+ if (input.down == DOWN && !butt_jump)
+ if(tiles_on_air(TILES_FOR_BUTTJUMP))
+ butt_jump = true;
+
+ /* When Down is not held anymore, disable butt jump */
+ if(butt_jump && input.down == UP)
+ butt_jump = false;
+
+ if (butt_jump && on_ground() && size == BIG)
+ {
+ 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; // comment this, in case you won't to disable the continued use of buttjump
+ }
+
+ 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)
- {
- 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 (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
{
- 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(World::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);
}
}
+ /* 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()
+{
+ if(size == BIG)
+ return;
+
+ size = BIG;
+ base.height = 64;
+ base.y -= 32;
+
+ old_base = previous_base = base;
}
void
}
/* 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);
}
}
void
-Player::draw()
+Player::draw(Camera& 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) || shooting_timer.check())
+ {
+ 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 (size == SMALL)
+ if (dying == DYING_SQUISHED)
{
- if (invincible_timer.started())
+ smalltux_gameover->draw(pos);
+ }
+ else
+ {
+ if (duck && size != SMALL)
{
- /* Draw cape: */
-
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);
- }
+ sprite->duck_right->draw(pos);
+ else
+ sprite->duck_left->draw(pos);
}
-
-
- if (!got_coffee)
+ else if (skidding_timer.started())
{
- 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 (dir == RIGHT)
- {
- texture_draw(&firetux_right[frame_], base.x- scroll_x, base.y);
- }
+ sprite->skid_right->draw(pos);
else
- {
- texture_draw(&firetux_left[frame_], base.x- scroll_x, base.y);
- }
+ sprite->skid_left->draw(pos);
}
- }
- else
- {
- if (invincible_timer.started())
+ else if (kick_timer.started())
{
- /* Draw cape: */
if (dir == RIGHT)
- {
- texture_draw(&bigcape_right[global_frame_counter % 2],
- base.x- scroll_x - 8, base.y);
- }
+ sprite->kick_right->draw(pos);
else
- {
- texture_draw(&bigcape_left[global_frame_counter % 2],
- base.x-scroll_x - 8, base.y);
- }
+ sprite->kick_left->draw(pos);
}
-
- if (!got_coffee)
+ else if (physic.get_velocity_y() != 0)
{
- 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);
- }
- }
- }
+ if (dir == RIGHT)
+ sprite->jump_right->draw(pos);
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);
- }
- }
+ sprite->jump_left->draw(pos);
}
else
{
- /* Tux has coffee! */
- if (!duck)
+ if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
{
- 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);
- }
- }
- }
+ if (dir == RIGHT)
+ sprite->stand_right->draw(pos);
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);
- }
- }
+ sprite->stand_left->draw(pos);
}
- else
+ else // moving
{
if (dir == RIGHT)
- {
- texture_draw(&duckfiretux_right, base.x- scroll_x - 8, base.y - 16);
- }
+ sprite->walk_right->draw(pos);
else
- {
- texture_draw(&duckfiretux_left, base.x- scroll_x - 8, base.y - 16);
- }
+ sprite->walk_left->draw(pos);
}
}
}
- }
-
- if(dying)
- text_drawf(&gold_text,"Penguins can fly !:",0,0,A_HMIDDLE,A_VMIDDLE,1);
-
+ }
+
if (debug_mode)
- fillrect(base.x - scroll_x, base.y, 32, 32, 75,75,75, 150);
+ 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;
+ 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)
{
- if (base.y < pbad_c->base.y - 16)
+ // 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())
{
- /* 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())
}
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;
+ break;
+
default:
break;
}
/* Kill Player! */
void
-Player::kill(int mode)
+Player::kill(HurtMode mode)
{
play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
- 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;
-
+ if (got_power != NONE_POWER)
+ {
+ got_power = NONE_POWER;
+ }
+ else
+ {
+ size = SMALL;
+ base.height = 32;
+ duck = false;
+ }
safe_timer.start(TUX_SAFE_TIME);
}
else
{
- if(size == BIG)
- duck = true;
-
physic.enable_gravity(true);
physic.set_acceleration(0, 0);
physic.set_velocity(0, 7);
+ if(dying != DYING_SQUISHED)
+ --player_status.lives;
dying = DYING_SQUISHED;
}
}
void
Player::is_dying()
{
- /* He died :^( */
-
- --lives;
remove_powerups();
dying = DYING_NOT;
}
bool Player::is_dead()
{
- if(base.y > screen->h)
+ float scroll_x =
+ World::current()->camera->get_translation().x;
+ float scroll_y =
+ World::current()->camera->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;
void
Player::remove_powerups()
{
- got_coffee = false;
+ got_power = NONE_POWER;
size = SMALL;
base.height = 32;
}
void
-Player::keep_in_bounds()
+Player::check_bounds(Camera& viewport,
+ bool back_scrolling, bool hor_autoscroll)
{
- Level* plevel = World::current()->get_level();
-
/* Keep tux in bounds: */
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 < scroll_x)
- {
- base.x = scroll_x;
- }
/* Keep in-bounds, vertically: */
- if (base.y > screen->h)
+ if (base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32)
{
kill(KILL);
}
- int scroll_threshold = screen->w/2 - 80;
- if (debug_mode)
- {
- scroll_x += screen->w/2;
- // Backscrolling for debug mode
- if (scroll_x < base.x - 80)
- scroll_x = base.x - 80;
- else if (scroll_x > base.x + 80)
- scroll_x = base.x + 80;
- scroll_x -= screen->w/2;
-
- if(scroll_x < 0)
- scroll_x = 0;
- }
- else
+ 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_threshold + 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 - scroll_threshold;
-
- // Lock the scrolling to the levelsize, so that we don't
- // scroll over the right border
- if (scroll_x > 32 * plevel->width - screen->w)
- scroll_x = 32 * plevel->width - screen->w;
- }
+ 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 > viewport.get_translation().x + screen->w)
+ base.x = viewport.get_translation().x + screen->w - base.width;
}
+
}
// EOF //