#include "scene.h"
#include "tile.h"
#include "sprite.h"
-#include "screen.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "camera.h"
+#include "gameobjs.h"
+#include "screen/screen.h"
// behavior definitions:
#define TILES_FOR_BUTTJUMP 3
Sprite* smalltux_gameover;
Sprite* smalltux_star;
Sprite* largetux_star;
+Sprite* growingtux_left;
+Sprite* growingtux_right;
PlayerSprite smalltux;
PlayerSprite largetux;
pplayer_input->old_up = UP;
}
-Player::Player(DisplayManager& display_manager)
+Player::Player()
{
- display_manager.add_drawable(this, LAYER_OBJECTS-1); // for tux himself
- display_manager.add_drawable(this, LAYER_OBJECTS+1); // for the arm
init();
}
void
Player::init()
{
- Level* plevel = World::current()->get_level();
-
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.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;
frame_timer.init(true);
kick_timer.init(true);
shooting_timer.init(true);
+ growing_timer.init(true);
physic.reset();
}
skidding_timer.init(true);
safe_timer.init(true);
frame_timer.init(true);
+ growing_timer.init(true);
physic.reset();
}
{
bool jumped_in_solid = false;
+ if(dying && !dying_timer.check()) {
+ dead = true;
+ return;
+ }
+
if (input.fire == UP)
holding_something = false;
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)))
// fall down
physic.set_velocity_y(0);
jumped_in_solid = true;
+ jumping = false;
}
}
else
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);
}
}
{
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
/* 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))
+ 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)
{
- 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;
+
+ // 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);
+ }
}
-// butt_jump = false; // comment this, in case you won't to disable the continued use of buttjump
}
if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
/* Shoot! */
if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
{
- if(World::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
+ 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;
}
void
-Player::grow()
+Player::grow(bool animate)
{
if(size == BIG)
return;
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;
}
/* 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);
}
}
}
void
-Player::draw(Camera& viewport, int layer)
+Player::draw(DrawingContext& context)
{
PlayerSprite* sprite;
else
sprite = &largetux;
- Vector pos = viewport.world2screen(Vector(base.x, base.y));
+ int layer = LAYER_OBJECTS - 1;
+ Vector pos = Vector(base.x, base.y);
- if(layer == LAYER_OBJECTS + 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(pos);
- else
- sprite->grab_left->draw(pos);
- }
-
- // 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(pos);
- else
- largetux_star->draw(pos);
- }
-
- return;
- }
-
if (!safe_timer.started() || (global_frame_counter % 2) == 0)
{
if (dying == DYING_SQUISHED)
{
- smalltux_gameover->draw(pos);
+ smalltux_gameover->draw(context, pos, LAYER_OBJECTS);
}
else
{
- if (duck && size != SMALL)
+ if(growing_timer.check())
{
if (dir == RIGHT)
- sprite->duck_right->draw(pos);
+ growingtux_right->draw(context, pos, layer);
else
- sprite->duck_left->draw(pos);
+ growingtux_left->draw(context, pos, layer);
+ }
+ else if (duck && size != SMALL)
+ {
+ if (dir == RIGHT)
+ sprite->duck_right->draw(context, pos, layer);
+ else
+ sprite->duck_left->draw(context, pos, layer);
}
else if (skidding_timer.started())
{
if (dir == RIGHT)
- sprite->skid_right->draw(pos);
+ sprite->skid_right->draw(context, pos, layer);
else
- sprite->skid_left->draw(pos);
+ sprite->skid_left->draw(context, pos, layer);
}
else if (kick_timer.started())
{
if (dir == RIGHT)
- sprite->kick_right->draw(pos);
+ sprite->kick_right->draw(context, pos, layer);
else
- sprite->kick_left->draw(pos);
+ sprite->kick_left->draw(context, pos, layer);
}
else if (physic.get_velocity_y() != 0)
{
if (dir == RIGHT)
- sprite->jump_right->draw(pos);
+ sprite->jump_right->draw(context, pos, layer);
else
- sprite->jump_left->draw(pos);
+ sprite->jump_left->draw(context, pos, layer);
}
else
{
if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
{
if (dir == RIGHT)
- sprite->stand_right->draw(pos);
+ sprite->stand_right->draw(context, pos, layer);
else
- sprite->stand_left->draw(pos);
+ sprite->stand_left->draw(context, pos, layer);
}
else // moving
{
if (dir == RIGHT)
- sprite->walk_right->draw(pos);
+ sprite->walk_right->draw(context, pos, layer);
else
- sprite->walk_left->draw(pos);
+ sprite->walk_left->draw(context, pos, layer);
}
}
}
}
-
+
+ // 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 - viewport.get_translation().x,
base.y - viewport.get_translation().y,
base.width, base.height, 75,75,75, 150);
+#endif
}
void
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)
{
+ if(dying)
+ return;
+
play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
physic.set_velocity_x(0);
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()
-{
- float scroll_x =
- World::current()->camera->get_translation().x;
- float scroll_y =
- World::current()->camera->get_translation().y;
- 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;
-}
-
/* Remove Tux's power ups */
void
Player::remove_powerups()
}
void
-Player::check_bounds(Camera& viewport,
- 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 > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32)
+ if (base.y > Sector::current()->solids->get_height() * 32)
{
kill(KILL);
+ return;
}
- if(base.x < viewport.get_translation().x && (!back_scrolling || hor_autoscroll)) // can happen if back scrolling is disabled
- base.x = viewport.get_translation().x;
-
- if(hor_autoscroll)
- {
- if(base.x == viewport.get_translation().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 > viewport.get_translation().x + screen->w)
- base.x = viewport.get_translation().x + screen->w - base.width;
+ if(adjust) {
+ // squished now?
+ if(collision_object_map(base)) {
+ kill(KILL);
+ return;
}
-
+ }
}
-// EOF //
-