#include <iostream>
#include <cassert>
-#include "gameloop.h"
#include "app/globals.h"
+#include "app/gettext.h"
#include "player.h"
#include "defines.h"
#include "scene.h"
#include "interactive_object.h"
#include "video/screen.h"
#include "statistics.h"
+#include "gameloop.h"
// behavior definitions:
#define TILES_FOR_BUTTJUMP 3
PlayerKeymap::PlayerKeymap()
{
- keymap.jump = SDLK_SPACE;
- keymap.activate = SDLK_UP;
- keymap.duck = SDLK_DOWN;
+ keymap.up = SDLK_UP;
+ keymap.down = SDLK_DOWN;
keymap.left = SDLK_LEFT;
keymap.right = SDLK_RIGHT;
- keymap.fire = SDLK_LCTRL;
+
+ keymap.power = SDLK_LCTRL;
+ keymap.jump = SDLK_LALT;
}
void player_input_init(player_input_type* pplayer_input)
{
+ pplayer_input->up = UP;
pplayer_input->down = UP;
pplayer_input->fire = UP;
pplayer_input->left = UP;
pplayer_input->old_fire = UP;
pplayer_input->right = UP;
- pplayer_input->up = UP;
- pplayer_input->old_up = UP;
+ pplayer_input->jump = UP;
+ pplayer_input->old_jump = UP;
pplayer_input->activate = UP;
}
enable_hover = false;
butt_jump = false;
+ flapping_velocity = 0;
+
+ // temporary to help player's choosing a flapping
+ flapping_mode = MAREK_FLAP;
+
+ // Ricardo's flapping
+ flaps_nb = 0;
+
frame_main = 0;
frame_ = 0;
input.left = state;
return true;
}
- else if(key == keymap.jump)
+ else if(key == keymap.up)
{
input.up = state;
+
+ /* Up key also opens activates stuff */
+ 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 if(key == keymap.duck)
+ else if(key == keymap.down)
{
input.down = state;
return true;
}
- else if(key == keymap.fire)
+ else if(key == keymap.power)
{
if (state == UP)
input.old_fire = UP;
input.fire = state;
+
return true;
}
- else if(key == keymap.activate)
+ else if(key == keymap.jump)
{
- 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);
- }
- }
- }
-
+ if (state == UP)
+ input.old_jump = UP;
+ input.jump = state;
return true;
}
else
physic.enable_gravity(false);
/* Reset score multiplier (for multi-hits): */
if (!invincible_timer.started())
+ {
+ if(player_status.score_multiplier > player_status.max_score_multiplier)
+ {
+ player_status.max_score_multiplier = player_status.score_multiplier;
+
+ // show a message
+ char str[124];
+ sprintf(str, _("New max combo: %d"), player_status.max_score_multiplier-1);
+ Sector::current()->add_floating_text(base, str);
+ }
player_status.score_multiplier = 1;
+ }
}
if(jumped_in_solid)
}
// changing directions?
- if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
- if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
+ if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0)))
+ {
+ // let's skid!
+ if(fabs(vx)>SKID_XM && !skidding_timer.check())
+ {
skidding_timer.start(SKID_TIME);
SoundManager::get()->play_sound(IDToSound(SND_SKID));
+ // dust some partcles
+ Sector::current()->add_particles(
+ Vector(base.x + (dir == RIGHT ? base.width : 0), base.y+base.height),
+ dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
+ Vector(2.8,-2.6), Vector(0,0.030), 3, Color(100,100,100), 3, 800,
+ LAYER_OBJECTS+1);
+
ax *= 2.5;
- } else {
+ }
+ else
+ {
ax *= 2;
- }
- }
+ }
+ }
// we get slower when not pressing any keys
if(dirsign == 0) {
}
// Press jump key
- if(input.up == DOWN && can_jump && on_ground())
+ if(input.jump == DOWN && can_jump && on_ground())
{
if(duck) { // only jump a little bit when in duck mode {
physic.set_velocity_y(3);
flapping = false;
can_jump = false;
can_flap = false;
+ flaps_nb = 0; // Ricardo's flapping
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)
+ else if(input.jump == UP)
{
if (!flapping && !duck && !falling_from_flap && !on_ground())
{
}
}
- // Flapping
- if (input.up == DOWN && can_flap)
+ // temporary to help player's choosing a flapping
+ if(flapping_mode == RICARDO_FLAP)
+ {
+ // Flapping, Ricardo's version
+ // similar to SM3 Fox
+ if(input.jump == DOWN && input.old_jump == UP && can_flap &&
+ flaps_nb < 3)
{
- if (!flapping_timer.started()) {flapping_timer.start(TUX_FLAPPING_TIME);}
+ physic.set_velocity_y(3.5);
+ physic.set_velocity_x(physic.get_velocity_x() * 0.35);
+ flaps_nb++;
+ }
+ }
+ else if(flapping_mode == MAREK_FLAP)
+ {
+ // Flapping, Marek's version
+ if (input.jump == DOWN && can_flap)
+ {
+ if (!flapping_timer.started())
+ {
+ flapping_timer.start(TUX_FLAPPING_TIME);
+ flapping_velocity = physic.get_velocity_x();
+ }
if (!flapping_timer.check())
{
can_flap = false;
flapping = true;
if (flapping_timer.get_gone() <= TUX_FLAPPING_TIME)
{
- physic.set_velocity_y((float)flapping_timer.get_gone()/450);
+ float cv;
+ if (flapping_velocity == 0) {cv = 0;}
+ else {cv = flapping_velocity*(sqrt(TUX_FLAPPING_TIME-(float)flapping_timer.get_gone()))/sqrt(TUX_FLAPPING_TIME);}
+ //Handle change of direction while flapping
+ if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {cv *= (-1);}
+ physic.set_velocity_x(cv);
+ physic.set_velocity_y((float)flapping_timer.get_gone()/850);
}
}
-
+ }
+ else if(flapping_mode == RYAN_FLAP)
+ {
+ // Flapping, Ryan's version
+ if (input.jump == 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 && flapping_timer.get_gone() <= TUX_FLAPPING_TIME
+ && physic.get_velocity_y() < 0)
+ {
+ float gravity = Sector::current()->gravity;
+ (void)gravity;
+ float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
+
+ // XXX: magic numbers. should be a percent of gravity
+ // gravity is (by default) -0.1f
+ physic.set_acceleration_y(.12 + .01f*xr);
+
+#if 0
+ // To slow down x-vel when flapping (not working)
+ if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM)
+ {
+ if (physic.get_velocity_x() < 0)
+ physic.set_acceleration_x(1.0f);
+ else if (physic.get_velocity_x() > 0)
+ physic.set_acceleration_x(-1.0f);
+ }
+#endif
+ }
+ }
+ else
+ {
+ physic.set_acceleration_y(0);
+ }
+ }
+
+
// 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)
+ if (enable_hover && input.jump == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
{
physic.set_velocity_y(-1);
}
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) < 96 &&
+ fabsf(base.y - badguy->base.y) < 64)
+ badguy->kill_me(25);
+ }
}
}
}
issolid(base.x + base.width - 1, base.y + base.height + 64))
&& jumping == false
&& can_jump == false
- && input.up == DOWN
- && input.old_up == UP)
+ && input.jump == DOWN
+ && input.old_jump == UP)
{
can_jump = true;
}
jumping = false;
flapping = false;
falling_from_flap = false;
+ if (flapping_timer.started()) {flapping_timer.stop();}
+
+ physic.set_acceleration_y(0); //for flapping
}
- input.old_up = input.up;
+ input.old_jump = input.jump;
}
void
/* Jump/jumping? */
- if (on_ground() && input.up == UP)
+ if (on_ground() && input.jump == UP)
can_jump = true;
handle_vertical_input();
else // dir == RIGHT
tux_body->set_action("kick-right");
}
- else if (butt_jump)
+ else if (butt_jump && size == BIG)
{
if(dir == LEFT)
tux_body->set_action("buttjump-left");
else if (safe_timer.started() && global_frame_counter%2)
; // don't draw Tux
else
- tux_body->draw(context, pos, layer, dir == LEFT ? HORIZONTAL_FLIP : NONE_EFFECT);
+ tux_body->draw(context, pos, layer);
// Draw blinking star overlay
if (invincible_timer.started() &&
void
Player::bounce(BadGuy* badguy)
{
- if (input.up)
+ //Make sure we stopped flapping
+ flapping = false;
+ falling_from_flap = false;
+
+ if (input.jump)
physic.set_velocity_y(5.2);
else
physic.set_velocity_y(2);