#include "tilemap.h"
#include "camera.h"
#include "gameobjs.h"
+#include "resources.h"
+#include "interactive_object.h"
#include "screen/screen.h"
// behavior definitions:
#define TILES_FOR_BUTTJUMP 3
// animation times (in ms):
#define SHOOTING_TIME 320
+#define STOMP_TIME 250
// others stuff:
#define AUTOSCROLL_DEAD_INTERVAL 300
+// growing animation
+Surface* growingtux_left[GROWING_FRAMES];
+Surface* growingtux_right[GROWING_FRAMES];
+
Surface* tux_life;
Sprite* smalltux_gameover;
Sprite* smalltux_star;
Sprite* largetux_star;
-Sprite* growingtux_left;
-Sprite* growingtux_right;
PlayerSprite smalltux;
PlayerSprite largetux;
PlayerKeymap::PlayerKeymap()
{
- keymap.jump = SDLK_UP;
+ keymap.jump = SDLK_SPACE;
+ keymap.activate = SDLK_UP;
keymap.duck = SDLK_DOWN;
keymap.left = SDLK_LEFT;
keymap.right = SDLK_RIGHT;
pplayer_input->right = UP;
pplayer_input->up = UP;
pplayer_input->old_up = UP;
+ pplayer_input->activate = UP;
}
Player::Player()
frame_main = 0;
frame_ = 0;
-
+
player_input_init(&input);
invincible_timer.init(true);
input.fire = state;
return true;
}
+ else if(key == keymap.activate)
+ {
+ input.activate = state;
+
+ if(state == DOWN) {
+ /** check for interactive objects */
+ for(Sector::InteractiveObjects::iterator i
+ = Sector::current()->interactive_objects.begin();
+ i != Sector::current()->interactive_objects.end(); ++i) {
+ if(rectcollision(base, (*i)->get_area())) {
+ (*i)->interaction(INTERACTION_ACTIVATE);
+ }
+ }
+ }
+
+ return true;
+ }
else
return false;
}
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);
+ sound_manager->play_sound(sounds[SND_SKID]);
ax *= 2.5;
} else {
ax *= 2;
jumping = true;
can_jump = false;
if (size == SMALL)
- play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_JUMP]);
else
- play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_BIGJUMP]);
}
// Let go of jump key
else if(input.up == UP && jumping && physic.get_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 (input.down == DOWN && !butt_jump && !duck)
if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
butt_jump = true;
// Do butt jump
if (butt_jump && on_ground() && size == BIG)
{
+ stomp_timer.start(STOMP_TIME);
butt_jump = false;
// Break bricks beneath Tux
BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
if(badguy)
{
- if (fabsf(base.x - badguy->base.x) < 300 &&
- fabsf(base.y - badguy->base.y) < 300 &&
+
+ 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);
base.y -= 32;
if(animate)
- growing_timer.start((int)((growingtux_left->get_frames() / growingtux_left->get_fps()) * 1000));
+ growing_timer.start(GROWING_TIME);
old_base = previous_base = base;
}
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);
+ sound_manager->play_sound(sounds[SND_LIFEUP]);
}
}
{
if (dying == DYING_SQUISHED)
{
- smalltux_gameover->draw(context, pos, LAYER_OBJECTS);
+ smalltux_gameover->draw(context, pos, LAYER_OBJECTS+1);
}
else
{
if(growing_timer.check())
{
if (dir == RIGHT)
- growingtux_right->draw(context, pos, layer);
+ context.draw_surface(growingtux_right[(growing_timer.get_gone() * GROWING_FRAMES) / GROWING_TIME], pos, layer);
else
- growingtux_left->draw(context, pos, layer);
+ context.draw_surface(growingtux_left[(growing_timer.get_gone() * GROWING_FRAMES) / GROWING_TIME], pos, layer);
}
else if (duck && size != SMALL)
{
else
sprite->grab_left->draw(context, pos, LAYER_OBJECTS + 1);
}
+
+ // Draw stomp clouds when doing a butt jump
+ if (stomp_timer.check())
+ if (duck)
+ sprite->stomp->draw(context, Vector(base.x - 32, base.y), LAYER_OBJECTS + 1);
+ else
+ sprite->stomp->draw(context, Vector(base.x - 32, base.y + 32), LAYER_OBJECTS + 1);
// Draw blinking star overlay
if (invincible_timer.started() &&
largetux_star->draw(context, pos, LAYER_OBJECTS + 2);
}
-#if 0 // TODO
if (debug_mode)
- fillrect(base.x - viewport.get_translation().x,
- base.y - viewport.get_translation().y,
- base.width, base.height, 75,75,75, 150);
-#endif
+ context.draw_filled_rect(Vector(base.x, base.y),
+ Vector(base.width, base.height), Color(75,75,75, 150), LAYER_OBJECTS+1);
}
void
if(dying)
return;
- play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_HURT]);
physic.set_velocity_x(0);