// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <math.h>
-
#include "gameloop.h"
#include "globals.h"
#include "player.h"
#include "sprite.h"
#include "screen.h"
+#define AUTOSCROLL_DEAD_INTERVAL 300
+
Surface* tux_life;
Sprite* smalltux_gameover;
PlayerSprite smalltux;
PlayerSprite largetux;
+PlayerSprite icetux;
PlayerSprite firetux;
PlayerKeymap keymap;
pplayer_input->old_fire = UP;
pplayer_input->right = UP;
pplayer_input->up = UP;
+ pplayer_input->old_up = UP;
}
void
base.height = 32;
size = SMALL;
- got_coffee = false;
+ got_power = NONE_POWER;
base.x = plevel->start_pos_x;
base.y = plevel->start_pos_y;
base.ym = 0;
previous_base = old_base = base;
dir = RIGHT;
+ old_dir = dir;
duck = false;
dying = DYING_NOT;
jumping = false;
+ can_jump = true;
+ butt_jump = false;
frame_main = 0;
frame_ = 0;
base.x += frame_ratio * WALK_SPEED * (dir ? 1 : -1);
previous_base = old_base = base;
}
- keep_in_bounds();
// Land:
if (!on_ground())
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)
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;
}
void
Player::handle_vertical_input()
{
- if(input.up == DOWN)
+ // Press jump key
+ if(input.up == DOWN && can_jump)
{
if (on_ground())
{
// jump higher if we are running
- if (physic.get_velocity_x() > MAX_WALK_XM)
+ 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);
}
}
+ // Let go of jump key
else if(input.up == UP && jumping)
{
jumping = false;
physic.set_velocity_y(0);
}
}
+
+ 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())
+ {
+ 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 ( (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;
+ }
+
+ input.old_up = input.up;
}
void
/* Jump/jumping? */
- if ( input.up == DOWN || (input.up == UP && jumping))
+ if (on_ground() && input.up == UP)
+ can_jump = true;
+ if (input.up == DOWN || (input.up == UP && jumping))
{
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);
input.old_fire = DOWN;
duck = false;
base.y -= 32;
base.height = 64;
- old_base = previous_base = base;
+ // changing base size confuses collision otherwise
+ old_base = previous_base = base;
}
}
void
+Player::grow()
+{
+ if(size == BIG)
+ return;
+
+ size = BIG;
+ base.height = 64;
+ base.y -= 32;
+
+ old_base = previous_base = base;
+}
+
+void
Player::grabdistros()
{
/* Grab distros: */
{
if (dying == DYING_SQUISHED)
{
- smalltux_gameover->draw(base.x - scroll_x, base.y);
+ smalltux_gameover->draw(base.x, base.y);
}
else
{
if (size == SMALL)
sprite = &smalltux;
- else if (got_coffee)
+ 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 - scroll_x, base.y);
+ sprite->duck_right->draw(base.x, base.y);
else
- sprite->duck_left->draw(base.x - scroll_x, base.y);
+ sprite->duck_left->draw(base.x, base.y);
}
else if (skidding_timer.started())
{
if (dir == RIGHT)
- sprite->skid_right->draw(base.x - scroll_x, base.y);
+ sprite->skid_right->draw(base.x, base.y);
else
- sprite->skid_left->draw(base.x - scroll_x, base.y);
+ sprite->skid_left->draw(base.x, base.y);
}
else if (kick_timer.started())
{
if (dir == RIGHT)
- sprite->kick_right->draw(base.x - scroll_x, base.y);
+ sprite->kick_right->draw(base.x, base.y);
else
- sprite->kick_left->draw(base.x - scroll_x, base.y);
+ sprite->kick_left->draw(base.x, base.y);
}
else if (physic.get_velocity_y() != 0)
{
if (dir == RIGHT)
- sprite->jump_right->draw(base.x - scroll_x, base.y);
+ sprite->jump_right->draw(base.x, base.y);
else
- sprite->jump_left->draw(base.x - scroll_x, base.y);
+ sprite->jump_left->draw(base.x, base.y);
}
else
{
if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
{
if (dir == RIGHT)
- sprite->stand_right->draw( base.x - scroll_x, base.y);
+ sprite->stand_right->draw( base.x, base.y);
else
- sprite->stand_left->draw( base.x - scroll_x, base.y);
+ sprite->stand_left->draw( base.x, base.y);
}
else // moving
{
if (dir == RIGHT)
- sprite->walk_right->draw(base.x - scroll_x, base.y);
+ sprite->walk_right->draw(base.x, base.y);
else
- sprite->walk_left->draw(base.x - scroll_x, base.y);
+ sprite->walk_left->draw(base.x, base.y);
}
}
if (holding_something && physic.get_velocity_y() == 0)
{
if (dir == RIGHT)
- sprite->grab_right->draw(base.x - scroll_x, base.y);
+ sprite->grab_right->draw(base.x, base.y);
else
- sprite->grab_left->draw(base.x - scroll_x, base.y);
+ sprite->grab_left->draw(base.x, base.y);
}
// Draw blinking star overlay
- if (invincible_timer.started())
+ 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 - scroll_x, base.y);
+ smalltux_star->draw(base.x, base.y);
else
- largetux_star->draw(base.x - scroll_x, base.y);
+ largetux_star->draw(base.x, base.y);
}
}
}
if (debug_mode)
- fillrect(base.x - scroll_x, base.y,
+ fillrect(base.x - scroll_x, base.y - scroll_y,
base.width, base.height, 75,75,75, 150);
}
{
pbad_c->dying = DYING_FALLING;
play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
- World::current()->add_score(pbad_c->base.x - scroll_x,
+ World::current()->add_score(pbad_c->base.x,
pbad_c->base.y,
25 * player_status.score_multiplier);
}
}
else
{
- pbad_c->kill_me();
+ pbad_c->kill_me(25);
}
}
player_status.score_multiplier++;
if (mode == SHRINK && size == BIG)
{
- if (got_coffee)
+ if (got_power != NONE_POWER)
{
- got_coffee = false;
+ got_power = NONE_POWER;
}
else
{
physic.enable_gravity(true);
physic.set_acceleration(0, 0);
physic.set_velocity(0, 7);
+ if(dying != DYING_SQUISHED)
+ --player_status.lives;
dying = DYING_SQUISHED;
}
}
bool Player::is_dead()
{
- if(base.y > screen->h)
+ if(base.y > screen->h || base.x < scroll_x - AUTOSCROLL_DEAD_INTERVAL) // last condition 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(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)
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 < scroll_x && (!back_scrolling || hor_autoscroll)) // can happen if back scrolling is disabled
+ base.x = scroll_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 == scroll_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;
}
+
}
// EOF //