+// $Id$
//
-// C Implementation: player/tux
+// SuperTux - A Jump'n Run
+// Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
//
-// Description:
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
//
-// Author: Tobias Glaesser <tobi.web@gmx.de> & Bill Kendrick, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
-//
-//
-#include <math.h>
+// You should have received a copy of the GNU General Public License
+// 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 <iostream>
+#include <cassert>
#include "gameloop.h"
#include "globals.h"
#include "player.h"
#include "defines.h"
#include "scene.h"
#include "tile.h"
-#include "screen.h"
+#include "sprite.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "camera.h"
+#include "gameobjs.h"
+#include "screen/screen.h"
+
+// behavior definitions:
+#define TILES_FOR_BUTTJUMP 3
+// animation times (in ms):
+#define SHOOTING_TIME 320
+// others stuff:
+#define AUTOSCROLL_DEAD_INTERVAL 300
Surface* tux_life;
-std::vector<Surface*> tux_right;
-std::vector<Surface*> tux_left;
-Surface* smalltux_jump_left;
-Surface* smalltux_jump_right;
-Surface* smalltux_stand_left;
-Surface* smalltux_stand_right;
-
-Surface* bigtux_right[3];
-Surface* bigtux_left[3];
-Surface* bigtux_right_jump;
-Surface* bigtux_left_jump;
-Surface* ducktux_right;
-Surface* ducktux_left;
-Surface* skidtux_right;
-Surface* skidtux_left;
-Surface* firetux_right[3];
-Surface* firetux_left[3];
-Surface* bigfiretux_right[3];
-Surface* bigfiretux_left[3];
-Surface* bigfiretux_right_jump;
-Surface* bigfiretux_left_jump;
-Surface* duckfiretux_right;
-Surface* duckfiretux_left;
-Surface* skidfiretux_right;
-Surface* skidfiretux_left;
-Surface* cape_right[2];
-Surface* cape_left[2];
-Surface* bigcape_right[2];
-Surface* bigcape_left[2];
+
+Sprite* smalltux_gameover;
+Sprite* smalltux_star;
+Sprite* largetux_star;
+Sprite* growingtux_left;
+Sprite* growingtux_right;
+
+PlayerSprite smalltux;
+PlayerSprite largetux;
+PlayerSprite icetux;
+PlayerSprite firetux;
+
+PlayerKeymap keymap;
+
+PlayerKeymap::PlayerKeymap()
+{
+ keymap.jump = SDLK_UP;
+ keymap.duck = SDLK_DOWN;
+ keymap.left = SDLK_LEFT;
+ keymap.right = SDLK_RIGHT;
+ keymap.fire = SDLK_LCTRL;
+}
void player_input_init(player_input_type* pplayer_input)
{
pplayer_input->old_fire = UP;
pplayer_input->right = UP;
pplayer_input->up = UP;
+ pplayer_input->old_up = UP;
+}
+
+Player::Player()
+{
+ init();
+}
+
+Player::~Player()
+{
}
void
Player::init()
{
+ holding_something = false;
+
base.width = 32;
base.height = 32;
size = SMALL;
- got_coffee = false;
+ got_power = NONE_POWER;
- // FIXME: Make the start position configurable via the levelfile
- base.x = 100;
- base.y = 240;
- 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;
+ can_jump = true;
+ butt_jump = false;
frame_main = 0;
frame_ = 0;
- lives = 3;
- score = 0;
- distros = 0;
-
+
player_input_init(&input);
- keymap.jump = SDLK_UP;
- keymap.duck = SDLK_DOWN;
- keymap.left = SDLK_LEFT;
- keymap.right = SDLK_RIGHT;
- keymap.fire = SDLK_LCTRL;
-
invincible_timer.init(true);
skidding_timer.init(true);
safe_timer.init(true);
frame_timer.init(true);
+ kick_timer.init(true);
+ shooting_timer.init(true);
+ growing_timer.init(true);
physic.reset();
}
}
else if(key == keymap.fire)
{
+ if (state == UP)
+ input.old_fire = UP;
input.fire = state;
return true;
}
Player::level_begin()
{
base.x = 100;
- base.y = 240;
- base.xm = 0;
- base.ym = 0;
+ base.y = 170;
previous_base = old_base = base;
duck = false;
skidding_timer.init(true);
safe_timer.init(true);
frame_timer.init(true);
+ growing_timer.init(true);
physic.reset();
}
void
-Player::action(double frame_ratio)
+Player::action(float elapsed_time)
{
bool jumped_in_solid = false;
- /* --- HANDLE TUX! --- */
+ if(dying && !dying_timer.check()) {
+ dead = true;
+ return;
+ }
- if(dying == DYING_NOT)
- handle_input();
+ if (input.fire == UP)
+ holding_something = false;
/* Move tux: */
previous_base = base;
- physic.apply(frame_ratio, base.x, base.y);
- if(dying == DYING_NOT) {
+ /* --- HANDLE TUX! --- */
+ if(dying == DYING_NOT)
+ handle_input();
+
+ physic.apply(elapsed_time, base.x, base.y);
+
+ if(dying == DYING_NOT)
+ {
+ base_type target = base;
+
collision_swept_object_map(&old_base, &base);
+
+ 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)))
+ {
+ kill(SHRINK);
+ }
+
+ // Don't accelerate Tux if he is running against a wall
+ if (target.x != base.x)
+ {
+ physic.set_velocity_x(0);
+ }
+
// special exception for cases where we're stuck under tiles after
// being ducked. In this case we drift out
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);
+ && collision_object_map(base))
+ {
+ base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
previous_base = old_base = base;
- }
- keep_in_bounds();
- }
-
- if (dying == DYING_NOT)
- {
- /* Land: */
-
+ }
- if( !on_ground())
+ // Land:
+ if (!on_ground())
{
physic.enable_gravity(true);
if(under_solid())
{
// fall down
- physic.set_velocity(physic.get_velocity_x(), 0);
+ physic.set_velocity_y(0);
jumped_in_solid = true;
+ jumping = false;
}
}
else
if (physic.get_velocity_y() < 0)
{
base.y = (int)(((int)base.y / 32) * 32);
- physic.set_velocity(physic.get_velocity_x(), 0);
+ physic.set_velocity_y(0);
}
physic.enable_gravity(false);
/* Reset score multiplier (for multi-hits): */
- player_status.score_multiplier = 1;
+ if (!invincible_timer.started())
+ 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);
}
}
}
}
-
/* ---- DONE HANDLING TUX! --- */
- /* Handle invincibility timer: */
- if (get_current_music() == HERRING_MUSIC && !invincible_timer.check())
- {
- /*
- no, we are no more invincible
- or we were not in invincible mode
- but are we in hurry ?
- */
-
- // FIXME: Move this to gamesession
- if (GameSession::current()->time_left.get_left() < TIME_WARNING)
- {
- /* yes, we are in hurry
- stop the herring_song, prepare to play the correct
- fast level_song !
- */
- set_current_music(HURRYUP_MUSIC);
- }
- else
- {
- set_current_music(LEVEL_MUSIC);
- }
-
- /* start playing it */
- play_current_music();
- }
-
- /* End of level? */
- if (base.x >= World::current()->get_level()->endpos
- && World::current()->get_level()->endpos != 0)
- {
- player_status.next_level = 1;
- }
-
// check some timers
skidding_timer.check();
invincible_timer.check();
safe_timer.check();
+ kick_timer.check();
}
bool
{
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()
{
float ay = physic.get_acceleration_y();
float dirsign = 0;
- if(!duck && input.left == DOWN && input.right == UP) {
+ if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
+ old_dir = dir;
dir = LEFT;
dirsign = -1;
- } else if(!duck && input.left == UP && input.right == DOWN) {
+ } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
+ old_dir = dir;
dir = RIGHT;
dirsign = 1;
}
ax = WALK_ACCELERATION_X * -1.5;
}
}
-
+
+ // if we're on ice slow down acceleration or deceleration
+ if (isice(base.x, base.y + base.height))
+ {
+ /* the acceleration/deceleration rate on ice is inversely proportional to
+ * the current velocity.
+ */
+
+ // increasing 1 will increase acceleration/deceleration rate
+ // decreasing 1 will decrease acceleration/deceleration rate
+ // must stay above zero, though
+ if (ax != 0) ax *= 1 / fabs(vx);
+ }
+
physic.set_velocity(vx, vy);
physic.set_acceleration(ax, ay);
}
void
Player::handle_vertical_input()
{
- if(input.up == DOWN)
+ // 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 && on_ground())
{
- if (on_ground() && !duck)
- {
- // jump
- physic.set_velocity(physic.get_velocity_x(), 5.5);
- --base.y;
- jumping = true;
- if (size == SMALL)
- play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
- else
- play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
- }
+ 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);
}
- else if(input.up == UP && jumping)
+ // Let go of jump key
+ else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
{
jumping = false;
- if(physic.get_velocity_y() > 0) {
- physic.set_velocity(physic.get_velocity_x(), 0);
+ physic.set_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(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;
+
+ // Do butt jump
+ if (butt_jump && on_ground() && size == BIG)
+ {
+ 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)
+ {
+ if (fabsf(base.x - badguy->base.x) < 300 &&
+ fabsf(base.y - badguy->base.y) < 300 &&
+ (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 ( (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)
+ {
+ can_jump = true;
+ }
+
+ if(on_ground()) /* Make sure jumping is off. */
+ jumping = false;
+
+ input.old_up = input.up;
}
void
/* Jump/jumping? */
- if ( input.up == DOWN || (input.up == UP && jumping))
- {
- handle_vertical_input();
- }
+ if (on_ground() && input.up == UP)
+ can_jump = true;
+ handle_vertical_input();
/* Shoot! */
-
- if (input.fire == DOWN && input.old_fire == UP && got_coffee)
+ 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;
}
/* tux animations: */
}
/* Duck! */
- if (input.down == DOWN && size == BIG && !duck)
+ if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground())
{
duck = true;
base.height = 32;
}
else if(input.down == UP && size == BIG && duck)
{
- duck = false;
+ // try if we can really unduck
base.y -= 32;
base.height = 64;
- 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(bool animate)
+{
+ if(size == BIG)
+ return;
+
+ size = BIG;
+ base.height = 64;
+ base.y -= 32;
+
+ if(animate)
+ growing_timer.start((int)((growingtux_left->get_frames() / growingtux_left->get_fps()) * 1000));
+
+ old_base = previous_base = base;
+}
+
+void
Player::grabdistros()
{
/* Grab distros: */
if (!dying)
{
- World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
- World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
+ Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE);
+ Sector::current()->trygrabdistro(Vector(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 + 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);
}
}
/* Enough distros for a One-up? */
- if (distros >= DISTROS_LIFEUP)
+ if (player_status.distros >= DISTROS_LIFEUP)
{
- distros = distros - DISTROS_LIFEUP;
- if(lives < MAX_LIVES)
- lives++;
+ player_status.distros = player_status.distros - DISTROS_LIFEUP;
+ 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);
}
}
void
-Player::draw()
+Player::draw(DrawingContext& context)
{
+ 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;
+
+ int layer = LAYER_OBJECTS - 1;
+ Vector pos = Vector(base.x, base.y);
+
if (!safe_timer.started() || (global_frame_counter % 2) == 0)
{
- if (size == SMALL)
+ if (dying == DYING_SQUISHED)
{
- if (invincible_timer.started())
+ smalltux_gameover->draw(context, pos, LAYER_OBJECTS);
+ }
+ else
+ {
+ if(growing_timer.check())
{
- /* Draw cape: */
-
if (dir == RIGHT)
- {
- cape_right[global_frame_counter % 2]->draw(base.x- scroll_x, base.y);
- }
- else
- {
- cape_left[global_frame_counter % 2]->draw(
- base.x- scroll_x, base.y);
- }
+ growingtux_right->draw(context, pos, layer);
+ else
+ growingtux_left->draw(context, pos, layer);
}
-
-
- if (!got_coffee)
+ else if (duck && size != SMALL)
{
- if (physic.get_velocity_y() != 0)
- {
- if (dir == RIGHT)
- smalltux_jump_right->draw( base.x - scroll_x, base.y - 10);
- else
- smalltux_jump_left->draw( base.x - scroll_x, base.y - 10);
- }
- else
- {
- if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
- {
- if (dir == RIGHT)
- smalltux_stand_right->draw( base.x - scroll_x, base.y - 9);
- else
- smalltux_stand_left->draw( base.x - scroll_x, base.y - 9);
- }
- else // moving
- {
- if (dir == RIGHT)
- tux_right[(global_frame_counter/2) % tux_right.size()]->draw(
- base.x - scroll_x, base.y - 9);
- else
- tux_left[(global_frame_counter/2) % tux_left.size()]->draw(
- base.x - scroll_x, base.y - 9);
- }
- }
+ if (dir == RIGHT)
+ sprite->duck_right->draw(context, pos, layer);
+ else
+ sprite->duck_left->draw(context, pos, layer);
}
- else
+ else if (skidding_timer.started())
{
- /* Tux got coffee! */
-
if (dir == RIGHT)
- {
- firetux_right[frame_]->draw( base.x- scroll_x, base.y);
- }
+ sprite->skid_right->draw(context, pos, layer);
else
- {
- firetux_left[frame_]->draw( base.x- scroll_x, base.y);
- }
+ sprite->skid_left->draw(context, pos, layer);
}
- }
- else
- {
- if (invincible_timer.started())
+ else if (kick_timer.started())
{
- float capex = base.x + (base.width - bigcape_right[0]->w) / 2;
- capex -= scroll_x;
- float capey = base.y + (base.height - bigcape_right[0]->h) / 2;
-
- /* Draw cape (just not in ducked mode since that looks silly): */
if (dir == RIGHT)
- {
- bigcape_right[global_frame_counter % 2]->draw(
- capex, capey);
- }
+ sprite->kick_right->draw(context, pos, layer);
else
- {
- bigcape_left[global_frame_counter % 2]->draw(
- capex, capey);
- }
+ sprite->kick_left->draw(context, pos, layer);
}
-
- if (!got_coffee)
+ else if (physic.get_velocity_y() != 0)
{
- if (!duck)
- {
- if (!skidding_timer.started())
- {
- if (!jumping || physic.get_velocity_y() > 0)
- {
- if (dir == RIGHT)
- {
- bigtux_right[frame_]->draw(
- base.x- scroll_x - 8, base.y);
- }
- else
- {
- bigtux_left[frame_]->draw(
- base.x- scroll_x - 8, base.y);
- }
- }
- else
- {
- if (dir == RIGHT)
- {
- bigtux_right_jump->draw(
- base.x- scroll_x - 8, base.y);
- }
- else
- {
- bigtux_left_jump->draw(
- base.x- scroll_x - 8, base.y);
- }
- }
- }
- else
- {
- if (dir == RIGHT)
- {
- skidtux_right->draw(
- base.x- scroll_x - 8, base.y);
- }
- else
- {
- skidtux_left->draw(
- base.x- scroll_x - 8, base.y);
- }
- }
- }
+ if (dir == RIGHT)
+ sprite->jump_right->draw(context, pos, layer);
else
- {
- if (dir == RIGHT)
- {
- ducktux_right->draw( base.x- scroll_x - 8, base.y - 16);
- }
- else
- {
- ducktux_left->draw( base.x- scroll_x - 8, base.y - 16);
- }
- }
+ sprite->jump_left->draw(context, pos, layer);
}
else
{
- /* Tux has coffee! */
- if (!duck)
+ if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
{
- if (!skidding_timer.started())
- {
- if (!jumping || physic.get_velocity_y() > 0)
- {
- if (dir == RIGHT)
- {
- bigfiretux_right[frame_]->draw(
- base.x- scroll_x - 8, base.y);
- }
- else
- {
- bigfiretux_left[frame_]->draw(
- base.x- scroll_x - 8, base.y);
- }
- }
- else
- {
- if (dir == RIGHT)
- {
- bigfiretux_right_jump->draw(
- base.x- scroll_x - 8, base.y);
- }
- else
- {
- bigfiretux_left_jump->draw(
- base.x- scroll_x - 8, base.y);
- }
- }
- }
+ if (dir == RIGHT)
+ sprite->stand_right->draw(context, pos, layer);
else
- {
- if (dir == RIGHT)
- {
- skidfiretux_right->draw(
- base.x- scroll_x - 8, base.y);
- }
- else
- {
- skidfiretux_left->draw(
- base.x- scroll_x - 8, base.y);
- }
- }
+ sprite->stand_left->draw(context, pos, layer);
}
- else
+ else // moving
{
if (dir == RIGHT)
- {
- duckfiretux_right->draw( base.x- scroll_x - 8, base.y - 16);
- }
+ sprite->walk_right->draw(context, pos, layer);
else
- {
- duckfiretux_left->draw( base.x- scroll_x - 8, base.y - 16);
- }
+ sprite->walk_left->draw(context, pos, layer);
}
}
}
- }
-
- if(dying)
- gold_text->drawf("Penguins can fly !:",0,0,A_HMIDDLE,A_VMIDDLE,1);
+ }
+
+ // Draw arm overlay graphics when Tux is holding something
+ if ((holding_something && physic.get_velocity_y() == 0) || shooting_timer.check() && !duck)
+ {
+ if (dir == RIGHT)
+ sprite->grab_right->draw(context, pos, LAYER_OBJECTS + 1);
+ else
+ sprite->grab_left->draw(context, pos, LAYER_OBJECTS + 1);
+ }
+ // 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(context, pos, LAYER_OBJECTS + 2);
+ else
+ largetux_star->draw(context, pos, LAYER_OBJECTS + 2);
+ }
+
+#if 0 // TODO
if (debug_mode)
- fillrect(base.x - scroll_x, base.y, 32, 32, 75,75,75, 150);
+ fillrect(base.x - viewport.get_translation().x,
+ base.y - viewport.get_translation().y,
+ base.width, base.height, 75,75,75, 150);
+#endif
+}
+
+void
+Player::collision(const MovingObject& other, int collision_type)
+{
+ (void) other;
+ (void) collision_type;
+ // will be implemented later
}
void
Player::collision(void* p_c_object, int c_object)
{
BadGuy* pbad_c = NULL;
+ Trampoline* ptramp_c = NULL;
+ FlyingPlatform* pplatform_c = NULL;
switch (c_object)
{
case CO_BADGUY:
pbad_c = (BadGuy*) p_c_object;
- /* Hurt the player if he just touched it: */
+ /* Hurt player if he touches a badguy */
if (!pbad_c->dying && !dying &&
!safe_timer.started() &&
- pbad_c->mode != HELD)
+ pbad_c->mode != BadGuy::HELD)
{
- if (pbad_c->mode == FLAT && input.fire == DOWN)
+ if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
+ && !holding_something)
{
- pbad_c->mode = HELD;
+ holding_something = true;
+ pbad_c->mode = BadGuy::HELD;
pbad_c->base.y-=8;
}
- else if (pbad_c->mode == KICK)
+ else if (pbad_c->mode == BadGuy::FLAT)
+ {
+ // Don't get hurt if we're kicking a flat badguy!
+ }
+ else if (pbad_c->mode == BadGuy::KICK)
{
- if (base.y < pbad_c->base.y - 16)
+ /* Hurt if you get hit by kicked laptop: */
+ if (!invincible_timer.started())
{
- /* Step on (stop being kicked) */
-
- pbad_c->mode = FLAT;
- play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
+ kill(SHRINK);
}
else
- {
- /* Hurt if you get hit by kicked laptop: */
- if (!invincible_timer.started())
- {
- kill(SHRINK);
- }
- else
- {
- pbad_c->dying = DYING_FALLING;
- play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
- World::current()->add_score(pbad_c->base.x - scroll_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())
}
else
{
- pbad_c->kill_me();
+ pbad_c->kill_me(25);
}
}
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;
+ 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:
break;
}
/* Kill Player! */
void
-Player::kill(int mode)
+Player::kill(HurtMode mode)
{
+ if(dying)
+ return;
+
play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
- physic.set_velocity(0, physic.get_velocity_y());
+ physic.set_velocity_x(0);
if (mode == SHRINK && size == BIG)
{
- if (got_coffee)
- got_coffee = false;
-
- size = SMALL;
- base.height = 32;
- duck = false;
-
+ if (got_power != NONE_POWER)
+ {
+ got_power = NONE_POWER;
+ }
+ else
+ {
+ 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);
+ --player_status.lives;
dying = DYING_SQUISHED;
+ dying_timer.start(3000);
}
}
-void
-Player::is_dying()
-{
- /* He died :^( */
-
- --lives;
- remove_powerups();
- dying = DYING_NOT;
-}
-
-bool Player::is_dead()
-{
- if(base.y > screen->h)
- return true;
- else
- return false;
-}
-
/* Remove Tux's power ups */
void
Player::remove_powerups()
{
- got_coffee = false;
+ got_power = NONE_POWER;
size = SMALL;
base.height = 32;
}
void
-Player::keep_in_bounds()
+Player::move(const Vector& vector)
{
- Level* plevel = World::current()->get_level();
+ 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)
{ // Lock Tux to the size of the level, so that he doesn't fall of
// on the left side
base.x = 0;
}
- else if (base.x < scroll_x)
- {
- base.x = scroll_x;
- }
/* Keep in-bounds, vertically: */
- if (base.y > screen->h)
+ if (base.y > Sector::current()->solids->get_height() * 32)
{
kill(KILL);
+ return;
}
- int scroll_threshold = screen->w/2 - 80;
- if (debug_mode)
- {
- scroll_x += screen->w/2;
- // Backscrolling for debug mode
- if (scroll_x < base.x - 80)
- scroll_x = base.x - 80;
- else if (scroll_x > base.x + 80)
- scroll_x = base.x + 80;
- scroll_x -= screen->w/2;
-
- if(scroll_x < 0)
- scroll_x = 0;
- }
- else
- {
- if (base.x > scroll_threshold + scroll_x
- && scroll_x < ((World::current()->get_level()->width * 32) - screen->w))
- {
- // FIXME: Scrolling needs to be handled by a seperate View
- // class, doing it as a player huck is ugly
-
- // Scroll the screen in past center:
- scroll_x = base.x - scroll_threshold;
-
- // Lock the scrolling to the levelsize, so that we don't
- // scroll over the right border
- if (scroll_x > 32 * plevel->width - screen->w)
- scroll_x = 32 * plevel->width - screen->w;
- }
+ 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(adjust) {
+ // squished now?
+ if(collision_object_map(base)) {
+ kill(KILL);
+ return;
}
+ }
}
-// EOF //
-