// 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"
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)
{
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 += frame_ratio * WALK_SPEED * (dir ? 1: -1);
previous_base = old_base = base;
}
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;
+ 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);
}
- if (input.down == DOWN && !on_ground() && !duck)
+ if (input.down == DOWN && !on_ground() && !duck && size == BIG)
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);
-
+ 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))
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);
+ holding_something = true;
+ World::current()->add_bullet(base.x, base.y + (base.height/2), physic.get_velocity_x(), dir);
input.old_fire = DOWN;
}
// 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;
+ }
}
}
Player::collision(void* p_c_object, int c_object)
{
BadGuy* pbad_c = NULL;
+ Trampoline* ptramp_c = NULL;
switch (c_object)
{
kill(SHRINK);
}
else
- {
- pbad_c->dying = DYING_FALLING;
- play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
- World::current()->add_score(pbad_c->base.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())
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;
+
default:
break;
}
bool Player::is_dead()
{
- if(base.y > screen->h || base.x < scroll_x - AUTOSCROLL_DEAD_INTERVAL) // last condition can happen in auto-scrolling
+ 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;
}
/* Keep in-bounds, vertically: */
- if (base.y > screen->h)
+ if (base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32)
{
kill(KILL);
}