// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-#include <math.h>
+#include <cmath>
#include <iostream>
#include <cassert>
-#include "gameloop.h"
-#include "globals.h"
+
+#include "app/globals.h"
+#include "app/gettext.h"
#include "player.h"
#include "defines.h"
#include "scene.h"
#include "tile.h"
-#include "sprite.h"
-#include "screen.h"
+#include "special/sprite.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "camera.h"
+#include "gameobjs.h"
+#include "resources.h"
+#include "interactive_object.h"
+#include "video/screen.h"
+#include "statistics.h"
+#include "gameloop.h"
+// behavior definitions:
+#define TILES_FOR_BUTTJUMP 3
+// animation times (in ms):
+#define SHOOTING_TIME 320
+// others stuff:
#define AUTOSCROLL_DEAD_INTERVAL 300
+// time before idle animation starts
+#define IDLE_TIME 2500
+
+// 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* bigtux_star;
-PlayerSprite smalltux;
-PlayerSprite largetux;
-PlayerSprite icetux;
-PlayerSprite firetux;
+TuxBodyParts* small_tux;
+TuxBodyParts* big_tux;
+TuxBodyParts* fire_tux;
+TuxBodyParts* ice_tux;
PlayerKeymap keymap;
PlayerKeymap::PlayerKeymap()
{
- keymap.jump = 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;
}
void
-Player::init()
+TuxBodyParts::set_action(std::string action)
+{
+ if(head != NULL)
+ head->set_action(action);
+ if(body != NULL)
+ body->set_action(action);
+ if(arms != NULL)
+ arms->set_action(action);
+ if(feet != NULL)
+ feet->set_action(action);
+}
+
+void
+TuxBodyParts::one_time_animation()
+{
+ if(head != NULL)
+ head->start_animation(1);
+ if(body != NULL)
+ body->start_animation(1);
+ if(arms != NULL)
+ arms->start_animation(1);
+ if(feet != NULL)
+ feet->start_animation(1);
+}
+
+void
+TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer,
+ Uint32 drawing_effect)
+{
+ if(head != NULL)
+ head->draw(context, pos, layer-1, drawing_effect);
+ if(body != NULL)
+ body->draw(context, pos, layer-3, drawing_effect);
+ if(arms != NULL)
+ arms->draw(context, pos, layer, drawing_effect);
+ if(feet != NULL)
+ feet->draw(context, pos, layer-2, drawing_effect);
+}
+
+Player::Player()
{
- Level* plevel = World::current()->get_level();
+ init();
+}
+Player::~Player()
+{
+}
+
+void
+Player::init()
+{
holding_something = false;
base.width = 32;
size = SMALL;
got_power = NONE_POWER;
- base.x = plevel->start_pos_x;
- base.y = plevel->start_pos_y;
- base.xm = 0;
- base.ym = 0;
+ base.x = 0;
+ base.y = 0;
previous_base = old_base = base;
dir = RIGHT;
old_dir = dir;
duck = false;
+ dead = false;
dying = DYING_NOT;
+ last_ground_y = 0;
+ fall_mode = ON_GROUND;
jumping = false;
+ flapping = false;
can_jump = true;
+ can_flap = false;
+ falling_from_flap = false;
+ 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;
-
+
player_input_init(&input);
invincible_timer.init(true);
safe_timer.init(true);
frame_timer.init(true);
kick_timer.init(true);
+ shooting_timer.init(true);
+ growing_timer.init(true);
+ idle_timer.init(true);
+ flapping_timer.init(true);
physic.reset();
}
int
Player::key_event(SDLKey key, int state)
{
+ idle_timer.start(IDLE_TIME);
+
if(key == keymap.right)
{
input.right = state;
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.jump)
+ {
+ if (state == UP)
+ input.old_jump = UP;
+ input.jump = state;
return true;
}
else
{
base.x = 100;
base.y = 170;
- base.xm = 0;
- base.ym = 0;
previous_base = old_base = base;
duck = false;
skidding_timer.init(true);
safe_timer.init(true);
frame_timer.init(true);
+ growing_timer.init(true);
+ idle_timer.init(true);
physic.reset();
}
void
-Player::action(double frame_ratio)
+Player::action(float elapsed_time)
{
bool jumped_in_solid = false;
+ if(dying && !dying_timer.check()) {
+ dead = true;
+ return;
+ }
+
if (input.fire == UP)
holding_something = false;
if(dying == DYING_NOT)
handle_input();
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if(dying == DYING_NOT)
{
collision_swept_object_map(&old_base, &base);
- if (!invincible_timer.started()
+ if ((!invincible_timer.started() && !safe_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)))
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 += elapsed_time * WALK_SPEED * (dir ? 1: -1);
previous_base = old_base = base;
}
// fall down
physic.set_velocity_y(0);
jumped_in_solid = true;
+ jumping = false;
+ flapping = false;
}
}
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)
if (isbrick(base.x, base.y) ||
isfullbox(base.x, base.y))
{
- World::current()->trygrabdistro(base.x, base.y - 32,BOUNCE);
- World::current()->trybumpbadguy(base.x, base.y - 64);
+ Sector::current()->trygrabdistro(
+ Vector(base.x, base.y - 32), BOUNCE);
+ Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64));
- World::current()->trybreakbrick(base.x, base.y, size == SMALL);
+ Sector::current()->trybreakbrick(
+ Vector(base.x, base.y), size == SMALL);
bumpbrick(base.x, base.y);
- World::current()->tryemptybox(base.x, base.y, RIGHT);
+ Sector::current()->tryemptybox(Vector(base.x, base.y), RIGHT);
}
if (isbrick(base.x+ 31, base.y) ||
isfullbox(base.x+ 31, base.y))
{
- World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
- World::current()->trybumpbadguy(base.x+ 31, base.y - 64);
+ Sector::current()->trygrabdistro(
+ Vector(base.x+ 31, base.y - 32), BOUNCE);
+ Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64));
if(size == BIG)
- World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL);
+ Sector::current()->trybreakbrick(
+ Vector(base.x+ 31, base.y), size == SMALL);
bumpbrick(base.x+ 31, base.y);
- World::current()->tryemptybox(base.x+ 31, base.y, LEFT);
+ Sector::current()->tryemptybox(Vector(base.x+ 31, base.y), LEFT);
}
}
{
/* Make sure jumping is off. */
jumping = false;
+ flapping = false;
}
}
}
{
return ( issolid(base.x + base.width / 2, base.y + base.height) ||
issolid(base.x + 1, base.y + base.height) ||
- issolid(base.x + base.width - 1, base.y + base.height) );
+ issolid(base.x + base.width - 1, base.y + base.height));
}
bool
issolid(base.x + base.width - 1, base.y) );
}
+bool
+Player::tiles_on_air(int tiles)
+{
+ for(int t = 0; t != tiles; t++)
+ {
+ if(issolid(base.x + base.width / 2, base.y + base.height + (tiles*32)) ||
+ issolid(base.x + 1, base.y + base.height + (tiles*32)) ||
+ issolid(base.x + base.width - 1, base.y + base.height + (tiles*32)))
+ return false;
+ }
+ return true;
+}
+
void
Player::handle_horizontal_input()
{
}
// 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);
- play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
+ 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) {
void
Player::handle_vertical_input()
{
+
+ // set fall mode...
+ if(on_ground()) {
+ fall_mode = ON_GROUND;
+ last_ground_y = base.y;
+ } else {
+ if(base.y > last_ground_y)
+ fall_mode = FALLING;
+ else if(fall_mode == ON_GROUND)
+ fall_mode = JUMPING;
+ }
+
// Press jump key
- if(input.up == DOWN && can_jump)
+ if(input.jump == 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;
+ 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 && jumping)
+ else if(input.jump == UP)
{
- jumping = false;
- if(physic.get_velocity_y() > 0) {
- 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);
+ }
}
- if (input.down == DOWN && !on_ground() && !duck)
- butt_jump = true;
- else if (input.down == UP)
+ // 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)
+ {
+ 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;
+ falling_from_flap = true;
+ }
+ jumping = true;
+ flapping = true;
+ if (flapping_timer.get_gone() <= TUX_FLAPPING_TIME)
+ {
+ 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.jump == 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 */
+ if (input.down == DOWN && !butt_jump && !duck)
+ if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
+ butt_jump = true;
+
+ /* When Down is not held anymore, disable butt jump */
+ if(butt_jump && 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);
+ // Do butt jump
+ if (butt_jump && on_ground() && size == BIG)
+ {
+ // Add a smoke cloud
+ if (duck)
+ Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y));
+ else
+ Sector::current()->add_smoke_cloud(Vector(base.x - 32, base.y + 32));
+
butt_jump = false;
- }
+ // Break bricks beneath Tux
+ if(Sector::current()->trybreakbrick(
+ Vector(base.x + 1, base.y + base.height), false)
+ || Sector::current()->trybreakbrick(
+ Vector(base.x + base.width - 1, base.y + base.height), false))
+ {
+ physic.set_velocity_y(2);
+ butt_jump = true;
+ }
+
+ // Kill nearby badguys
+ std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
+ for (std::vector<GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end();
+ i++)
+ {
+ BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+ if(badguy)
+ {
+ // 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);
+ }
+ }
+ }
+ }
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)
+ && input.jump == DOWN
+ && input.old_jump == UP)
{
can_jump = true;
}
- input.old_up = input.up;
+ if(on_ground()) /* Make sure jumping is off. */
+ {
+ jumping = false;
+ flapping = false;
+ falling_from_flap = false;
+ if (flapping_timer.started()) {flapping_timer.stop();}
+
+ physic.set_acceleration_y(0); //for flapping
+ }
+
+ input.old_jump = input.jump;
}
void
/* Jump/jumping? */
- if (on_ground() && input.up == UP)
+ if (on_ground() && input.jump == 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);
+ if(Sector::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
+ physic.get_velocity_x(), dir))
+ shooting_timer.start(SHOOTING_TIME);
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;
+ }
}
}
void
-Player::grow()
+Player::grow(bool animate)
{
if(size == BIG)
return;
base.height = 64;
base.y -= 32;
+ if(animate)
+ growing_timer.start(GROWING_TIME);
+
old_base = previous_base = base;
}
/* Grab distros: */
if (!dying)
{
- World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
- World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
-
- World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
- World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
+ Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
+ Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE);
+ Sector::current()->trygrabdistro(
+ Vector(base.x, base.y + base.height), NO_BOUNCE);
+ Sector::current()->trygrabdistro(
+ Vector(base.x+ 31, base.y + base.height), NO_BOUNCE);
if(size == BIG)
{
- World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
- World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE);
+ Sector::current()->trygrabdistro(
+ Vector(base.x, base.y + base.height / 2), NO_BOUNCE);
+ Sector::current()->trygrabdistro(
+ Vector(base.x+ 31, base.y + base.height / 2), NO_BOUNCE);
}
}
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);
+ SoundManager::get()->play_sound(IDToSound(SND_LIFEUP));
}
}
void
-Player::draw()
+Player::draw(DrawingContext& context)
{
- if (!safe_timer.started() || (global_frame_counter % 2) == 0)
+ TuxBodyParts* tux_body;
+
+ if (size == SMALL)
+ tux_body = small_tux;
+ else if (got_power == FIRE_POWER)
+ tux_body = fire_tux;
+ else if (got_power == ICE_POWER)
+ tux_body = ice_tux;
+ else
+ tux_body = big_tux;
+
+ int layer = LAYER_OBJECTS - 1;
+ Vector pos = Vector(base.x, base.y);
+
+ /* Set Tux sprite action */
+ if (duck && size == BIG)
{
- if (dying == DYING_SQUISHED)
- {
- smalltux_gameover->draw(base.x, base.y);
- }
+ if(dir == LEFT)
+ tux_body->set_action("duck-left");
+ else // dir == RIGHT
+ tux_body->set_action("duck-right");
+ }
+ else if (skidding_timer.started())
+ {
+ if(dir == LEFT)
+ tux_body->set_action("skid-left");
+ else // dir == RIGHT
+ tux_body->set_action("skid-right");
+ }
+ else if (kick_timer.started())
+ {
+ if(dir == LEFT)
+ tux_body->set_action("kick-left");
+ else // dir == RIGHT
+ tux_body->set_action("kick-right");
+ }
+ else if (butt_jump && size == BIG)
+ {
+ if(dir == LEFT)
+ tux_body->set_action("buttjump-left");
+ else // dir == RIGHT
+ tux_body->set_action("buttjump-right");
+ }
+ else if (physic.get_velocity_y() != 0)
+ {
+ if(dir == LEFT)
+ tux_body->set_action("jump-left");
+ else // dir == RIGHT
+ tux_body->set_action("jump-right");
+ }
+ else
+ {
+ if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
+ {
+ if(dir == LEFT)
+ tux_body->set_action("stand-left");
+ else // dir == RIGHT
+ tux_body->set_action("stand-right");
+ }
+ else // moving
+ {
+ if(dir == LEFT)
+ tux_body->set_action("walk-left");
+ else // dir == RIGHT
+ tux_body->set_action("walk-right");
+ }
+ }
+
+ if(idle_timer.get_left() < 0)
+ {
+ if(size == BIG)
+ {
+ if(dir == LEFT)
+ tux_body->head->set_action("idle-left");
+ else // dir == RIGHT
+ tux_body->head->set_action("idle-right");
+
+ tux_body->head->start_animation(1);
+ }
+
+ idle_timer.start(IDLE_TIME);
+ }
+
+ // Tux is holding something
+ if ((holding_something && physic.get_velocity_y() == 0) ||
+ shooting_timer.check())
+ {
+ if (duck)
+ {
+ if(dir == LEFT)
+ tux_body->arms->set_action("duck+grab-left");
+ else // dir == RIGHT
+ tux_body->arms->set_action("duck+grab-right");
+ }
+ else
+ {
+ if(dir == LEFT)
+ tux_body->arms->set_action("grab-left");
+ else // dir == RIGHT
+ tux_body->arms->set_action("grab-right");
+ }
+ }
+
+ /* Draw Tux */
+ if (dying == DYING_SQUISHED)
+ {
+ smalltux_gameover->draw(context, pos, LAYER_FOREGROUNDTILES+1);
+ }
+ else if(growing_timer.check())
+ {
+ if(size == SMALL)
+ {
+ if (dir == RIGHT)
+ context.draw_surface(growingtux_right[GROWING_FRAMES-1 -
+ ((growing_timer.get_gone() *
+ GROWING_FRAMES) / GROWING_TIME)], pos, layer);
else
- {
- PlayerSprite* sprite;
-
- if (size == SMALL)
- sprite = &smalltux;
- 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, base.y);
- else
- sprite->duck_left->draw(base.x, base.y);
- }
- else if (skidding_timer.started())
- {
- if (dir == RIGHT)
- sprite->skid_right->draw(base.x, base.y);
- else
- sprite->skid_left->draw(base.x, base.y);
- }
- else if (kick_timer.started())
- {
- if (dir == RIGHT)
- sprite->kick_right->draw(base.x, base.y);
- else
- sprite->kick_left->draw(base.x, base.y);
- }
- else if (physic.get_velocity_y() != 0)
- {
- if (dir == RIGHT)
- sprite->jump_right->draw(base.x, base.y);
- else
- 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, base.y);
- else
- sprite->stand_left->draw( base.x, base.y);
- }
- else // moving
- {
- if (dir == RIGHT)
- sprite->walk_right->draw(base.x, base.y);
- else
- sprite->walk_left->draw(base.x, base.y);
- }
- }
-
- // Draw arm overlay graphics when Tux is holding something
- if (holding_something && physic.get_velocity_y() == 0)
- {
- if (dir == RIGHT)
- sprite->grab_right->draw(base.x, base.y);
- else
- sprite->grab_left->draw(base.x, base.y);
- }
+ context.draw_surface(growingtux_left[GROWING_FRAMES-1 -
+ ((growing_timer.get_gone() *
+ GROWING_FRAMES) / GROWING_TIME)], pos, layer);
+ }
+ else
+ {
+ if (dir == RIGHT)
+ context.draw_surface(growingtux_right[(growing_timer.get_gone() *
+ GROWING_FRAMES) / GROWING_TIME], pos, layer);
+ else
+ context.draw_surface(growingtux_left[(growing_timer.get_gone() *
+ GROWING_FRAMES) / GROWING_TIME], pos, layer);
+ }
+ }
+ else if (safe_timer.started() && global_frame_counter%2)
+ ; // don't draw Tux
+ else
+ tux_body->draw(context, pos, layer);
- // Draw blinking star overlay
- 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, base.y);
- else
- largetux_star->draw(base.x, base.y);
- }
- }
- }
-
+ // Draw blinking star overlay
+ if (invincible_timer.started() &&
+ (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)
+ && !dying)
+ {
+ if (size == SMALL || duck)
+ smalltux_star->draw(context, pos, LAYER_OBJECTS + 2);
+ else
+ bigtux_star->draw(context, pos, LAYER_OBJECTS + 2);
+ }
+
if (debug_mode)
- fillrect(base.x - scroll_x, base.y - scroll_y,
- base.width, base.height, 75,75,75, 150);
+ context.draw_filled_rect(Vector(base.x, base.y),
+ Vector(base.width, base.height), Color(75,75,75, 150), LAYER_OBJECTS+1);
+}
+
+void
+Player::collision(const MovingObject& other, int collision_type)
+{
+ (void) other;
+ (void) collision_type;
+ // will be implemented later
}
void
{
BadGuy* pbad_c = NULL;
Trampoline* ptramp_c = NULL;
+ FlyingPlatform* pplatform_c = NULL;
switch (c_object)
{
ptramp_c = (Trampoline*) p_c_object;
// Pick up trampoline
- if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something)
+ if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground())
{
holding_something = true;
ptramp_c->mode = Trampoline::M_HELD;
}
}
*/
-
+ break;
+ case CO_FLYING_PLATFORM:
+ pplatform_c = (FlyingPlatform*) p_c_object;
+
+ base.y = pplatform_c->base.y - base.height;
+ physic.set_velocity_x(pplatform_c->get_vel_x());
+
+ physic.enable_gravity(false);
+ can_jump = true;
+ fall_mode = ON_GROUND;
break;
default:
void
Player::kill(HurtMode mode)
{
- play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
+ if(dying)
+ return;
+
+ SoundManager::get()->play_sound(IDToSound(SND_HURT));
physic.set_velocity_x(0);
{
if (got_power != NONE_POWER)
{
+ safe_timer.start(TUX_SAFE_TIME);
got_power = NONE_POWER;
}
else
{
+ growing_timer.start(GROWING_TIME);
+ safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
size = SMALL;
base.height = 32;
duck = false;
}
- safe_timer.start(TUX_SAFE_TIME);
}
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;
+ dying_timer.start(3000);
}
}
-void
-Player::is_dying()
-{
- remove_powerups();
- dying = DYING_NOT;
-}
-
-bool Player::is_dead()
-{
- if(base.y > screen->h || base.x < scroll_x - AUTOSCROLL_DEAD_INTERVAL) // last condition can happen in auto-scrolling
- return true;
- else
- return false;
-}
-
/* Remove Tux's power ups */
void
Player::remove_powerups()
}
void
-Player::check_bounds(bool back_scrolling, bool hor_autoscroll)
+Player::move(const Vector& vector)
+{
+ base.x = vector.x;
+ base.y = vector.y;
+ old_base = previous_base = base;
+}
+
+void
+Player::check_bounds(Camera* camera)
{
/* Keep tux in bounds: */
if (base.x < 0)
}
/* Keep in-bounds, vertically: */
- if (base.y > screen->h)
+ if (base.y > Sector::current()->solids->get_height() * 32)
{
kill(KILL);
+ return;
}
- 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_x)
- if(issolid(base.x+32, base.y) || (size != SMALL && issolid(base.x+32, base.y+32)))
- kill(KILL);
+ bool adjust = false;
+ // can happen if back scrolling is disabled
+ if(base.x < camera->get_translation().x) {
+ base.x = camera->get_translation().x;
+ adjust = true;
+ }
+ if(base.x >= camera->get_translation().x + screen->w - base.width) {
+ base.x = camera->get_translation().x + screen->w - base.width;
+ adjust = true;
+ }
- if(base.x + base.width > scroll_x + screen->w)
- base.x = scroll_x + screen->w - base.width;
+ if(adjust) {
+ // squished now?
+ if(collision_object_map(base)) {
+ kill(KILL);
+ return;
}
-
+ }
+}
+
+void
+Player::bounce(BadGuy* badguy)
+{
+ //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);
+
+ // Move the player a little bit above the badguy to avoid collision
+ // between badguy and player directly after the bounce has happend
+ base.y = badguy->base.y - base.height - 2;
}
-// EOF //
+/* EOF */