#include <iostream>
#include <cassert>
-#include "gameloop.h"
#include "app/globals.h"
#include "player.h"
#include "defines.h"
#include "interactive_object.h"
#include "video/screen.h"
#include "statistics.h"
+#include "gameloop.h"
// behavior definitions:
#define TILES_FOR_BUTTJUMP 3
last_ground_y = 0;
fall_mode = ON_GROUND;
jumping = false;
- double_jumping = false;
+ flapping = false;
can_jump = true;
- can_double_jump = false;
+ can_flap = false;
+ falling_from_flap = false;
enable_hover = false;
butt_jump = false;
shooting_timer.init(true);
growing_timer.init(true);
idle_timer.init(true);
+ flapping_timer.init(true);
physic.reset();
}
physic.set_velocity_y(0);
jumped_in_solid = true;
jumping = false;
+ flapping = false;
}
}
else
{
/* Make sure jumping is off. */
jumping = false;
+ flapping = false;
}
}
}
void
Player::handle_vertical_input()
{
+
// set fall mode...
if(on_ground()) {
fall_mode = ON_GROUND;
// Press jump key
if(input.up == DOWN && can_jump && on_ground())
{
- global_stats.add_points(JUMPS_STAT, 1);
-
if(duck) { // only jump a little bit when in duck mode {
physic.set_velocity_y(3);
} else {
--base.y;
jumping = true;
- double_jumping = false;
+ flapping = false;
can_jump = false;
- can_double_jump = false;
+ can_flap = false;
if (size == SMALL)
SoundManager::get()->play_sound(IDToSound(SND_JUMP));
else
SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
}
// Let go of jump key
- else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
+ else if(input.up == UP)
{
- if (!double_jumping && !duck) {can_double_jump = true;}
- jumping = false;
- physic.set_velocity_y(0);
+ if (!flapping && !duck && !falling_from_flap && !on_ground())
+ {
+ can_flap = true;
+ }
+ if (jumping && physic.get_velocity_y() > 0)
+ {
+ 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;
- physic.set_velocity_y(5.2);
- }
-
- // Hover
+
+ // Flapping
+ if (input.up == DOWN && can_flap)
+ {
+ if (!flapping_timer.started())
+ {
+ flapping_timer.start(TUX_FLAPPING_TIME);
+ }
+ if (!flapping_timer.check())
+ {
+ can_flap = false;
+ falling_from_flap = true;
+ }
+ jumping = true;
+ flapping = true;
+ if (flapping_timer.get_gone() <= TUX_FLAPPING_TIME)
+ {
+ physic.set_velocity_y((float)flapping_timer.get_gone()/450);
+ }
+ }
+
+ // 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);
- }
+ //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 */
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);
+ // don't kill when badguys are already dying or in a certain mode
+ if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
+ badguy->mode != BadGuy::BOMB_EXPLODE)
+ {
+ 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(on_ground()) /* Make sure jumping is off. */
- jumping = false;
+ {
+ jumping = false;
+ flapping = false;
+ falling_from_flap = false;
+ if (flapping_timer.started()) {flapping_timer.stop();}
+ }
input.old_up = input.up;
}
void
Player::bounce(BadGuy* badguy)
{
+ //Make sure we stopped flapping
+ flapping = false;
+ falling_from_flap = false;
+
if (input.up)
physic.set_velocity_y(5.2);
else