+// $Id$
//
-// 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>
-
-#include "gameloop.h"
-#include "globals.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 <config.h>
+
+#include <typeinfo>
+#include <cmath>
+#include <iostream>
+#include <cassert>
+
+#include "app/globals.h"
+#include "app/gettext.h"
#include "player.h"
#include "defines.h"
#include "scene.h"
#include "tile.h"
-#include "screen.h"
-
-texture_type tux_life;
-std::vector<texture_type> tux_right;
-std::vector<texture_type> tux_left;
-texture_type smalltux_jump_left;
-texture_type smalltux_jump_right;
-texture_type smalltux_stand_left;
-texture_type smalltux_stand_right;
-
-texture_type bigtux_right[3];
-texture_type bigtux_left[3];
-texture_type bigtux_right_jump;
-texture_type bigtux_left_jump;
-texture_type ducktux_right;
-texture_type ducktux_left;
-texture_type skidtux_right;
-texture_type skidtux_left;
-texture_type firetux_right[3];
-texture_type firetux_left[3];
-texture_type bigfiretux_right[3];
-texture_type bigfiretux_left[3];
-texture_type bigfiretux_right_jump;
-texture_type bigfiretux_left_jump;
-texture_type duckfiretux_right;
-texture_type duckfiretux_left;
-texture_type skidfiretux_right;
-texture_type skidfiretux_left;
-texture_type cape_right[2];
-texture_type cape_left[2];
-texture_type bigcape_right[2];
-texture_type bigcape_left[2];
+#include "special/sprite.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "camera.h"
+#include "gameobjs.h"
+#include "resources.h"
+#include "video/screen.h"
+#include "statistics.h"
+#include "gameloop.h"
+#include "trigger/trigger_base.h"
+
+// behavior definitions:
+#define TILES_FOR_BUTTJUMP 3
+// animation times (in ms):
+#define SHOOTING_TIME .150
+
+// time before idle animation starts
+#define IDLE_TIME 2.500
+
+// growing animation
+Surface* growingtux_left[GROWING_FRAMES];
+Surface* growingtux_right[GROWING_FRAMES];
+
+Surface* tux_life = 0;
+
+Sprite* smalltux_gameover = 0;
+Sprite* smalltux_star = 0;
+Sprite* bigtux_star = 0;
+
+TuxBodyParts* small_tux = 0;
+TuxBodyParts* big_tux = 0;
+TuxBodyParts* fire_tux = 0;
+TuxBodyParts* ice_tux = 0;
+
+PlayerKeymap keymap;
+
+PlayerKeymap::PlayerKeymap()
+{
+ keymap.up = SDLK_UP;
+ keymap.down = SDLK_DOWN;
+ keymap.left = SDLK_LEFT;
+ keymap.right = SDLK_RIGHT;
+
+ keymap.power = SDLK_LCTRL;
+ keymap.jump = SDLK_SPACE;
+}
void player_input_init(player_input_type* pplayer_input)
{
+ pplayer_input->up = UP;
+ pplayer_input->old_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->jump = UP;
+ pplayer_input->old_jump = UP;
+ pplayer_input->activate = UP;
+}
+
+void
+TuxBodyParts::set_action(std::string action, int loops)
+{
+ if(head != NULL)
+ head->set_action(action, loops);
+ if(body != NULL)
+ body->set_action(action, loops);
+ if(arms != NULL)
+ arms->set_action(action, loops);
+ if(feet != NULL)
+ feet->set_action(action, loops);
+}
+
+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()
+{
+ init();
+}
+
+Player::~Player()
+{
}
void
Player::init()
{
- base.width = 32;
- base.height = 32;
+ holding_something = false;
+
+ bbox.set_size(32, 32);
size = SMALL;
- got_coffee = false;
-
- // FIXME: Make the start position configurable via the levelfile
- base.x = 100;
- base.y = 240;
- base.xm = 0;
- base.ym = 0;
- old_base = base;
+ got_power = NONE_POWER;
+
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;
- frame_main = 0;
- frame_ = 0;
- lives = 3;
- score = 0;
- distros = 0;
+ // temporary to help player's choosing a flapping
+ flapping_mode = MAREK_FLAP;
- player_input_init(&input);
+ // Ricardo's flapping
+ flaps_nb = 0;
- keymap.jump = SDLK_UP;
- keymap.duck = SDLK_DOWN;
- keymap.left = SDLK_LEFT;
- keymap.right = SDLK_RIGHT;
- keymap.fire = SDLK_LCTRL;
+ on_ground_flag = false;
+
+ player_input_init(&input);
- timer_init(&invincible_timer,true);
- timer_init(&skidding_timer,true);
- timer_init(&safe_timer,true);
- timer_init(&frame_timer,true);
physic.reset();
}
int
Player::key_event(SDLKey key, int state)
{
+ idle_timer.start(IDLE_TIME, true);
+
if(key == keymap.right)
{
input.right = state;
input.left = state;
return true;
}
- else if(key == keymap.jump)
+ else if(key == keymap.up)
{
+ if(state == UP)
+ input.old_up = UP;
input.up = state;
+ /* Up key also opens activates stuff */
+ input.activate = state;
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
void
Player::level_begin()
{
- base.x = 100;
- base.y = 240;
- base.xm = 0;
- base.ym = 0;
- old_base = base;
- previous_base = base;
+ move(Vector(100, 170));
+ duck = false;
dying = DYING_NOT;
player_input_init(&input);
- timer_init(&invincible_timer,true);
- timer_init(&skidding_timer,true);
- timer_init(&safe_timer,true);
- timer_init(&frame_timer,true);
+ on_ground_flag = false;
+
physic.reset();
}
+PlayerStatus&
+Player::get_status()
+{
+ return player_status;
+}
+
void
-Player::action()
+Player::action(float elapsed_time)
{
- bool jumped_in_solid = false;
+ if(dying && dying_timer.check()) {
+ dead = true;
+ return;
+ }
- /* --- HANDLE TUX! --- */
+ if (input.fire == UP)
+ holding_something = false;
- if(!dying)
+ if(dying == DYING_NOT)
handle_input();
- /* Move tux: */
- previous_base = base;
-
- physic.apply(base.x, base.y);
-
- if (!dying)
- {
-
- collision_swept_object_map(&old_base,&base);
- keep_in_bounds();
-
- /* Land: */
-
-
- if( !on_ground())
- {
- physic.enable_gravity(true);
- if(under_solid())
- {
- // fall down
- physic.set_velocity(physic.get_velocity_x(), 0);
- jumped_in_solid = true;
- }
- }
- else
- {
- /* Land: */
- if (physic.get_velocity_y() < 0)
- {
- base.y = (int)(((int)base.y / 32) * 32);
- physic.set_velocity(physic.get_velocity_x(), 0);
- }
-
- physic.enable_gravity(false);
- /* Reset score multiplier (for multi-hits): */
- score_multiplier = 1;
- }
+ movement = physic.get_movement(elapsed_time);
- if(jumped_in_solid)
+#if 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))
{
- if (isbrick(base.x, base.y) ||
- isfullbox(base.x, base.y))
- {
- trygrabdistro(base.x, base.y - 32,BOUNCE);
- trybumpbadguy(base.x, base.y - 64);
-
- trybreakbrick(base.x, base.y, size == SMALL);
-
- bumpbrick(base.x, base.y);
- tryemptybox(base.x, base.y, RIGHT);
- }
-
- if (isbrick(base.x+ 31, base.y) ||
- isfullbox(base.x+ 31, base.y))
- {
- trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
- trybumpbadguy(base.x+ 31, base.y - 64);
-
- if(size == BIG)
- trybreakbrick(base.x+ 31, base.y, size == SMALL);
-
- bumpbrick(base.x+ 31, base.y);
- tryemptybox(base.x+ 31, base.y, LEFT);
- }
+ base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
+ previous_base = old_base = base;
}
- grabdistros();
-
- if (jumped_in_solid)
- {
- ++base.y;
- ++old_base.y;
- if(on_ground())
+ /* Reset score multiplier (for multi-hits): */
+ if (!invincible_timer.started())
{
- /* Make sure jumping is off. */
- jumping = false;
+ 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;
}
}
}
+#endif
- timer_check(&safe_timer);
-
-
- /* ---- DONE HANDLING TUX! --- */
-
- /* Handle invincibility timer: */
-
-
- if (get_current_music() == HERRING_MUSIC && !timer_check(&invincible_timer))
- {
- /*
- no, we are no more invincible
- or we were not in invincible mode
- but are we in hurry ?
- */
-
-
- if (timer_get_left(&time_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();
- }
-
- /* Handle skidding: */
-
- // timer_check(&skidding_timer); // disabled
-
- /* End of level? */
-
- if (base.x >= endpos && endpos != 0)
- {
- next_level = 1;
- }
-
+ on_ground_flag = false;
}
bool
Player::on_ground()
{
- 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) );
-}
-
-bool
-Player::under_solid()
-{
- return ( issolid(base.x + base.width / 2, base.y) ||
- issolid(base.x + 1, base.y) ||
- issolid(base.x + base.width - 1, base.y) );
+ return on_ground_flag;
}
void
-Player::handle_horizontal_input(int newdir)
+Player::handle_horizontal_input()
{
- if(duck)
- return;
-
float vx = physic.get_velocity_x();
float vy = physic.get_velocity_y();
- dir = newdir;
-
- // skid if we're too fast
- if(dir != newdir && on_ground() && fabs(physic.get_velocity_x()) > SKID_XM
- && !timer_started(&skidding_timer))
- {
- timer_start(&skidding_timer, SKID_TIME);
- play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
- return;
- }
-
- if ((newdir ? (vx < 0) : (vx > 0)) && !isice(base.x, base.y + base.height) &&
- !timer_started(&skidding_timer))
- {
- //vx = 0;
- }
-
- /* Facing the direction we're jumping? Go full-speed: */
- if (input.fire == UP)
- {
- if(vx >= MAX_WALK_XM) {
+ float ax = physic.get_acceleration_x();
+ float ay = physic.get_acceleration_y();
+
+ float dirsign = 0;
+ if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
+ old_dir = dir;
+ dir = LEFT;
+ dirsign = -1;
+ } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
+ old_dir = dir;
+ dir = RIGHT;
+ dirsign = 1;
+ }
+
+ if (input.fire == UP) {
+ ax = dirsign * WALK_ACCELERATION_X;
+ // limit speed
+ if(vx >= MAX_WALK_XM && dirsign > 0) {
vx = MAX_WALK_XM;
- physic.set_acceleration(0, 0); // enough speedup
- } else if(vx <= -MAX_WALK_XM) {
+ ax = 0;
+ } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
vx = -MAX_WALK_XM;
- physic.set_acceleration(0, 0);
+ ax = 0;
}
- physic.set_acceleration(newdir ? 0.02 : -0.02, 0);
- if(fabs(vx) < 1) // set some basic run speed
- vx = newdir ? 1 : -1;
-#if 0
- vx += ( newdir ? WALK_SPEED : -WALK_SPEED) * frame_ratio;
-
- if(newdir)
- {
- if (vx > MAX_WALK_XM)
- vx = MAX_WALK_XM;
- }
- else
- {
- if (vx < -MAX_WALK_XM)
- vx = -MAX_WALK_XM;
- }
-#endif
- }
- else if ( input.fire == DOWN)
- {
- if(vx >= MAX_RUN_XM) {
+ } else {
+ ax = dirsign * RUN_ACCELERATION_X;
+ // limit speed
+ if(vx >= MAX_RUN_XM && dirsign > 0) {
vx = MAX_RUN_XM;
- physic.set_acceleration(0, 0); // enough speedup
- } else if(vx <= -MAX_RUN_XM) {
+ ax = 0;
+ } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
vx = -MAX_RUN_XM;
- physic.set_acceleration(0, 0);
+ ax = 0;
}
- physic.set_acceleration(newdir ? 0.03 : -0.03, 0);
- if(fabs(vx) < 1) // set some basic run speed
- vx = newdir ? 1 : -1;
+ }
-#if 0
- vx = vx + ( newdir ? RUN_SPEED : -RUN_SPEED) * frame_ratio;
+ // we can reach WALK_SPEED without any acceleration
+ if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
+ vx = dirsign * WALK_SPEED;
+ }
- if(newdir)
+ // changing directions?
+ if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0)))
+ {
+ // let's skid!
+ if(fabs(vx)>SKID_XM && !skidding_timer.started())
{
- if (vx > MAX_RUN_XM)
- vx = MAX_RUN_XM;
+ skidding_timer.start(SKID_TIME);
+ SoundManager::get()->play_sound(IDToSound(SND_SKID));
+ // dust some partcles
+ Sector::current()->add_object(
+ new Particles(
+ Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0),
+ bbox.p2.y),
+ dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
+ Vector(280,-260), Vector(0,0.030), 3, Color(100,100,100), 3, .8,
+ LAYER_OBJECTS+1));
+
+ ax *= 2.5;
}
else
{
- if (vx < -MAX_RUN_XM)
- vx = -MAX_RUN_XM;
+ ax *= 2;
}
-#endif
}
- else
- {
-#if 0
- /* Not facing the direction we're jumping?
- Go half-speed: */
- vx = vx + ( newdir ? (WALK_SPEED / 2) : -(WALK_SPEED / 2)) * frame_ratio;
- if(newdir)
- {
- if (vx > MAX_WALK_XM / 2)
- vx = MAX_WALK_XM / 2;
- }
- else
- {
- if (vx < -MAX_WALK_XM / 2)
- vx = -MAX_WALK_XM / 2;
- }
+ // we get slower when not pressing any keys
+ if(dirsign == 0) {
+ if(fabs(vx) < WALK_SPEED) {
+ vx = 0;
+ ax = 0;
+ } else if(vx < 0) {
+ ax = WALK_ACCELERATION_X * 1.5;
+ } else {
+ ax = WALK_ACCELERATION_X * -1.5;
+ }
+ }
+
+#if 0
+ // 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);
+ }
#endif
- }
-
+
physic.set_velocity(vx, vy);
+ physic.set_acceleration(ax, ay);
}
void
Player::handle_vertical_input()
{
- if(input.up == DOWN)
- {
- if (on_ground())
- {
- // 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);
- }
+ // set fall mode...
+ if(on_ground()) {
+ fall_mode = ON_GROUND;
+ last_ground_y = get_pos().y;
+ } else {
+ if(get_pos().y > last_ground_y)
+ fall_mode = FALLING;
+ else if(fall_mode == ON_GROUND)
+ fall_mode = JUMPING;
+ }
+
+ if(on_ground()) { /* Make sure jumping is off. */
+ jumping = false;
+ flapping = false;
+ falling_from_flap = false;
+ if (flapping_timer.started()) {
+ flapping_timer.start(0);
}
- else if(input.up == UP && jumping)
+
+ physic.set_acceleration_y(0); //for flapping
+ }
+
+ // Press jump key
+ if(input.jump == DOWN && can_jump && on_ground())
{
- jumping = false;
- if(physic.get_velocity_y() > 0) {
- physic.set_velocity(physic.get_velocity_x(), 0);
+ if(duck) { // only jump a little bit when in duck mode {
+ physic.set_velocity_y(300);
+ } else {
+ // jump higher if we are running
+ if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
+ physic.set_velocity_y(580);
+ else
+ physic.set_velocity_y(520);
}
- }
-}
-void
-Player::handle_input()
-{
- /* Handle key and joystick state: */
- if(duck == false)
- {
- if (input.right == DOWN && input.left == UP)
- {
- handle_horizontal_input(RIGHT);
- }
- else if (input.left == DOWN && input.right == UP)
- {
- handle_horizontal_input(LEFT);
- }
+ //bbox.move(Vector(0, -1));
+ 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
- {
- float vx = physic.get_velocity_x();
- if(fabs(vx) < 0.01) {
- physic.set_velocity(0, physic.get_velocity_y());
- physic.set_acceleration(0, 0);
- } else if(vx < 0) {
- physic.set_acceleration(0.1, 0);
- } else {
- physic.set_acceleration(-0.1, 0);
- }
- }
+ SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
}
-
- /* Jump/jumping? */
-
- if ( input.up == DOWN || (input.up == UP && jumping))
+ // Let go of jump key
+ else if(input.jump == UP)
{
- handle_vertical_input();
+ 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);
+ }
}
- /* Shoot! */
+ // 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(350);
+ physic.set_velocity_x(physic.get_velocity_x() * 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.check()) {
+ float cv = flapping_velocity * sqrt(
+ TUX_FLAPPING_TIME - flapping_timer.get_timegone()
+ / 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(
+ flapping_timer.get_timegone()/.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_timegone() <= 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);
- if (input.fire == DOWN && input.old_fire == UP && got_coffee)
- {
- world.add_bullet(base.x, base.y, physic.get_velocity_x(), dir);
- }
+ // XXX: magic numbers. should be a percent of gravity
+ // gravity is (by default) -0.1f
+ physic.set_acceleration_y(12 + 1*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(-100);
+ }
+#if 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 && !duck)
+ if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
+ butt_jump = true;
+#endif
- /* Duck! */
+ /* 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)
+ {
+ // Add a smoke cloud
+ if (duck)
+ Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
+ else
+ Sector::current()->add_smoke_cloud(
+ Vector(get_pos().x - 32, get_pos().y + 32));
+
+ butt_jump = false;
- if (input.down == DOWN)
+#if 0
+ // 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))
{
- if (size == BIG && duck != true)
- {
- duck = true;
- base.height = 32;
- base.y += 32;
- }
+ physic.set_velocity_y(2);
+ butt_jump = true;
}
- else
- {
- if (size == BIG && duck)
- {
- /* Make sure we're not standing back up into a solid! */
- base.height = 64;
- base.y -= 32;
+#endif
- if (!collision_object_map(&base) /*issolid(base.x + 16, base.y - 16)*/)
- {
- duck = false;
- base.height = 64;
- old_base.y -= 32;
- old_base.height = 64;
- }
- else
- {
- base.height = 32;
- base.y += 32;
- }
- }
- else
- {
- duck = false;
- }
+#if 0
+ // 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);
+ }
+ }
}
+#endif
+ }
- /* (Tux): */
-
- if(!timer_check(&frame_timer))
+ /** jumping is only allowed if we're about to touch ground soon and if the
+ * button has been up in between the last jump
+ */
+ // FIXME
+#if 0
+ if ( (issolid(get_pos().x + bbox.get_width() / 2,
+ get_pos().y + bbox.get_height() + 64) ||
+ issolid(get_pos().x + 1, get_pos().y + bbox.get_height() + 64) ||
+ issolid(get_pos().x + bbox.get_width() - 1,
+ get_pos().y + bbox.get_height() + 64))
+ && jumping == false
+ && can_jump == false
+ && input.jump == DOWN
+ && input.old_jump == UP)
{
- timer_start(&frame_timer,25);
- if (input.right == UP && input.left == UP)
- {
- frame_main = 1;
- frame_ = 1;
- }
- else
- {
- if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
- (global_frame_counter % 4) == 0)
- frame_main = (frame_main + 1) % 4;
-
- frame_ = frame_main;
-
- if (frame_ == 3)
- frame_ = 1;
- }
+ can_jump = true;
}
+#endif
+ input.old_jump = input.jump;
}
void
-Player::grabdistros()
+Player::handle_input()
{
- /* Grab distros: */
- if (!dying)
- {
- trygrabdistro(base.x, base.y, NO_BOUNCE);
- trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
+ /* Handle horizontal movement: */
+ handle_horizontal_input();
- trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
- trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
+ /* Jump/jumping? */
+ if (on_ground() && input.jump == UP)
+ can_jump = true;
+ handle_vertical_input();
- if(size == BIG)
- {
- trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
- trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE);
- }
+ /* Shoot! */
+ if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER) {
+ if(Sector::current()->add_bullet(
+ get_pos() + Vector(0, bbox.get_height()/2),
+ physic.get_velocity_x(), dir))
+ shooting_timer.start(SHOOTING_TIME);
+ input.old_fire = DOWN;
+ }
+ /* Duck! */
+ if (input.down == DOWN && size == BIG && !duck
+ && physic.get_velocity_y() == 0 && on_ground())
+ {
+ duck = true;
+ bbox.move(Vector(0, 32));
+ bbox.set_height(32);
}
-
- /* Enough distros for a One-up? */
- if (distros >= DISTROS_LIFEUP)
+ else if(input.down == UP && size == BIG && duck)
{
- distros = distros - DISTROS_LIFEUP;
- if(lives < MAX_LIVES)
- lives++;
- /*We want to hear the sound even, if MAX_LIVES is reached*/
- play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER);
+ // try if we can really unduck
+ bbox.move(Vector(0, -32));
+ bbox.set_height(64);
+ duck = false;
+ // FIXME
+#if 0
+ // when unducking in air we need some space to do so
+ if(on_ground() || !collision_object_map(bbox)) {
+ duck = false;
+ } else {
+ // undo the ducking changes
+ bbox.move(Vector(0, 32));
+ bbox.set_height(32);
+ }
+#endif
}
}
void
-Player::draw()
+Player::grow(bool animate)
{
- if (!timer_started(&safe_timer) || (global_frame_counter % 2) == 0)
+ if(size == BIG)
+ return;
+
+ size = BIG;
+ bbox.set_height(64);
+ bbox.move(Vector(0, -32));
+
+ if(animate)
+ growing_timer.start(GROWING_TIME);
+}
+
+void
+Player::grabdistros()
+{
+}
+
+void
+Player::draw(DrawingContext& context)
+{
+ 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 + 10;
+
+ /* Set Tux sprite action */
+ if (duck && size == BIG)
{
- if (size == SMALL)
- {
- if (timer_started(&invincible_timer))
- {
- /* Draw cape: */
-
- if (dir == RIGHT)
- {
- texture_draw(&cape_right[global_frame_counter % 2],
- base.x- scroll_x, base.y);
- }
- else
- {
- texture_draw(&cape_left[global_frame_counter % 2],
- base.x- scroll_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() && !skidding_timer.check())
+ {
+ if(dir == LEFT)
+ tux_body->set_action("skid-left");
+ else // dir == RIGHT
+ tux_body->set_action("skid-right");
+ }
+ else if (kick_timer.started() && !kick_timer.check())
+ {
+ 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.check())
+ {
+ if(size == BIG)
+ {
+ if(dir == LEFT)
+ tux_body->head->set_action("idle-left", 1);
+ else // dir == RIGHT
+ tux_body->head->set_action("idle-right", 1);
+ }
- if (!got_coffee)
- {
- if (physic.get_velocity_y() != 0)
- {
- if (dir == RIGHT)
- texture_draw(&smalltux_jump_right, base.x - scroll_x, base.y - 10);
- else
- texture_draw(&smalltux_jump_left, base.x - scroll_x, base.y - 10);
- }
- else
- {
- if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
- {
- if (dir == RIGHT)
- texture_draw(&smalltux_stand_right, base.x - scroll_x, base.y - 9);
- else
- texture_draw(&smalltux_stand_left, base.x - scroll_x, base.y - 9);
- }
- else // moving
- {
- if (dir == RIGHT)
- texture_draw(&tux_right[(global_frame_counter/2) % tux_right.size()],
- base.x - scroll_x, base.y - 9);
- else
- texture_draw(&tux_left[(global_frame_counter/2) % tux_left.size()],
- base.x - scroll_x, base.y - 9);
- }
- }
- }
- else
- {
- /* Tux got coffee! */
-
- if (dir == RIGHT)
- {
- texture_draw(&firetux_right[frame_], base.x- scroll_x, base.y);
- }
- else
- {
- texture_draw(&firetux_left[frame_], base.x- scroll_x, base.y);
- }
- }
- }
- else
- {
- if (timer_started(&invincible_timer))
- {
- /* Draw cape: */
- if (dir == RIGHT)
- {
- texture_draw(&bigcape_right[global_frame_counter % 2],
- base.x- scroll_x - 8, base.y);
- }
- else
- {
- texture_draw(&bigcape_left[global_frame_counter % 2],
- base.x-scroll_x - 8, base.y);
- }
- }
+ }
- if (!got_coffee)
- {
- if (!duck)
- {
- if (!timer_started(&skidding_timer))
- {
- if (!jumping || physic.get_velocity_y() > 0)
- {
- if (dir == RIGHT)
- {
- texture_draw(&bigtux_right[frame_],
- base.x- scroll_x - 8, base.y);
- }
- else
- {
- texture_draw(&bigtux_left[frame_],
- base.x- scroll_x - 8, base.y);
- }
- }
- else
- {
- if (dir == RIGHT)
- {
- texture_draw(&bigtux_right_jump,
- base.x- scroll_x - 8, base.y);
- }
- else
- {
- texture_draw(&bigtux_left_jump,
- base.x- scroll_x - 8, base.y);
- }
- }
- }
- else
- {
- if (dir == RIGHT)
- {
- texture_draw(&skidtux_right,
- base.x- scroll_x - 8, base.y);
- }
- else
- {
- texture_draw(&skidtux_left,
- base.x- scroll_x - 8, base.y);
- }
- }
- }
- else
- {
- if (dir == RIGHT)
- {
- texture_draw(&ducktux_right, base.x- scroll_x - 8, base.y - 16);
- }
- else
- {
- texture_draw(&ducktux_left, base.x- scroll_x - 8, base.y - 16);
- }
- }
- }
- else
- {
- /* Tux has coffee! */
-
- if (!duck)
- {
- if (!timer_started(&skidding_timer))
- {
- if (!jumping || physic.get_velocity_y() > 0)
- {
- if (dir == RIGHT)
- {
- texture_draw(&bigfiretux_right[frame_],
- base.x- scroll_x - 8, base.y);
- }
- else
- {
- texture_draw(&bigfiretux_left[frame_],
- base.x- scroll_x - 8, base.y);
- }
- }
- else
- {
- if (dir == RIGHT)
- {
- texture_draw(&bigfiretux_right_jump,
- base.x- scroll_x - 8, base.y);
- }
- else
- {
- texture_draw(&bigfiretux_left_jump,
- base.x- scroll_x - 8, base.y);
- }
- }
- }
- else
- {
- if (dir == RIGHT)
- {
- texture_draw(&skidfiretux_right,
- base.x- scroll_x - 8, base.y);
- }
- else
- {
- texture_draw(&skidfiretux_left,
- base.x- scroll_x - 8, base.y);
- }
- }
- }
- else
- {
- if (dir == RIGHT)
- {
- texture_draw(&duckfiretux_right, base.x- scroll_x - 8, base.y - 16);
- }
- else
- {
- texture_draw(&duckfiretux_left, base.x- scroll_x - 8, base.y - 16);
- }
- }
- }
- }
+ // Tux is holding something
+ if ((holding_something && physic.get_velocity_y() == 0) ||
+ (shooting_timer.get_timeleft() > 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");
+ }
}
- if(dying)
- text_drawf(&gold_text,"Penguins can fly !:",0,0,A_HMIDDLE,A_VMIDDLE,1);
+ /* Draw Tux */
+ if (dying == DYING_SQUISHED) {
+ smalltux_gameover->draw(context, get_pos(), LAYER_FOREGROUNDTILES+1);
+ } else if(growing_timer.get_timeleft() > 0) {
+ if(size == SMALL)
+ {
+ if (dir == RIGHT)
+ context.draw_surface(growingtux_right[GROWING_FRAMES-1 -
+ int((growing_timer.get_timegone() *
+ GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
+ else
+ context.draw_surface(growingtux_left[GROWING_FRAMES-1 -
+ int((growing_timer.get_timegone() *
+ GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
+ }
+ else
+ {
+ if (dir == RIGHT)
+ context.draw_surface(growingtux_right[
+ int((growing_timer.get_timegone() *
+ GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
+ else
+ context.draw_surface(growingtux_left[
+ int((growing_timer.get_timegone() *
+ GROWING_FRAMES) / GROWING_TIME)],
+ get_pos(), layer);
+ }
+ }
+ else if (safe_timer.started() && size_t(global_time*40)%2)
+ ; // don't draw Tux
+ else
+ tux_body->draw(context, get_pos(), layer);
+
+ // Draw blinking star overlay
+ if (invincible_timer.started() &&
+ (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING
+ || size_t(global_time*20)%2)
+ && !dying)
+ {
+ if (size == SMALL || duck)
+ smalltux_star->draw(context, get_pos(), layer + 5);
+ else
+ bigtux_star->draw(context, get_pos(), layer + 5);
+ }
+
+ if (debug_mode)
+ context.draw_filled_rect(get_pos(),
+ Vector(bbox.get_width(), bbox.get_height()),
+ Color(75,75,75, 150), LAYER_OBJECTS+20);
}
-void
-Player::collision(void* p_c_object, int c_object)
+HitResponse
+Player::collision(GameObject& other, const CollisionHit& hit)
{
- BadGuy* pbad_c = NULL;
+ if(dying) {
+ return FORCE_MOVE;
+ }
+
+ if(other.get_flags() & FLAG_SOLID) {
+ if(hit.normal.y < 0) { // landed on floor?
+ if (physic.get_velocity_y() < 0)
+ physic.set_velocity_y(0);
+ on_ground_flag = true;
+ } else if(hit.normal.y > 0) { // bumped against the roof
+ physic.set_velocity_y(.1);
+ }
+
+ if(fabsf(hit.normal.x) > .9) { // hit on the side?
+ physic.set_velocity_x(0);
+ }
- switch (c_object)
- {
- case CO_BADGUY:
- pbad_c = (BadGuy*) p_c_object;
- /* Hurt the player if he just touched it: */
+ return CONTINUE;
+ }
- if (!pbad_c->dying && !dying &&
- !timer_started(&safe_timer) &&
- pbad_c->mode != HELD)
- {
- if (pbad_c->mode == FLAT && input.fire == DOWN)
- {
- pbad_c->mode = HELD;
- pbad_c->base.y-=8;
- }
- else if (pbad_c->mode == KICK)
- {
- if (base.y < pbad_c->base.y - 16)
- {
- /* Step on (stop being kicked) */
-
- pbad_c->mode = FLAT;
- play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
- }
- else
- {
- /* Hurt if you get hit by kicked laptop: */
- if (!timer_started(&invincible_timer))
- {
- kill(SHRINK);
- }
- else
- {
- pbad_c->dying = DYING_FALLING;
- play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
- world.add_score(pbad_c->base.x - scroll_x,
- pbad_c->base.y,
- 25 * score_multiplier);
- }
- }
- }
- else
- {
- if (!timer_started(&invincible_timer ))
- {
- kill(SHRINK);
- }
- else
- {
- pbad_c->kill_me();
- }
- }
- score_multiplier++;
- }
- break;
- default:
- break;
- }
+ TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
+ if(trigger) {
+ if(input.up == DOWN && input.old_up == UP)
+ trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
+ }
+ return FORCE_MOVE;
}
-/* Kill Player! */
+void
+Player::make_invincible()
+{
+ SoundManager::get()->play_sound(IDToSound(SND_HERRING));
+ invincible_timer.start(TUX_INVINCIBLE_TIME);
+ Sector::current()->play_music(HERRING_MUSIC);
+}
+/* Kill Player! */
void
-Player::kill(int mode)
+Player::kill(HurtMode mode)
{
- play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
+ if(dying)
+ return;
- physic.set_velocity(0, physic.get_velocity_y());
+ if(safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)
+ return;
+
+ SoundManager::get()->play_sound(IDToSound(SND_HURT));
+
+ physic.set_velocity_x(0);
if (mode == SHRINK && size == BIG)
{
- if (got_coffee)
- got_coffee = false;
-
- size = SMALL;
- base.height = 32;
-
- timer_start(&safe_timer,TUX_SAFE_TIME);
+ 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;
+ bbox.set_height(32);
+ duck = false;
+ }
}
else
{
- if(size == BIG)
- duck = true;
-
physic.enable_gravity(true);
physic.set_acceleration(0, 0);
- physic.set_velocity(0, 7);
+ physic.set_velocity(0, 700);
+ --player_status.lives;
dying = DYING_SQUISHED;
+ dying_timer.start(3.0);
+ flags |= FLAG_NO_COLLDET;
}
}
-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;
+ bbox.set_height(32);
}
void
-Player::keep_in_bounds()
+Player::move(const Vector& vector)
{
- Level* plevel = GameSession::current()->get_level();
+ bbox.set_pos(vector);
+}
+void
+Player::check_bounds(Camera* camera)
+{
/* Keep tux in bounds: */
- if (base.x< 0)
- base.x= 0;
- else if(base.x< scroll_x)
- base.x= scroll_x;
- else if (base.x< 160 + scroll_x && scroll_x > 0 && debug_mode)
- {
- scroll_x = base.x- 160;
- /*base.x+= 160;*/
-
- if(scroll_x < 0)
- scroll_x = 0;
-
+ if (get_pos().x < 0)
+ { // Lock Tux to the size of the level, so that he doesn't fall of
+ // on the left side
+ bbox.set_pos(Vector(0, get_pos().y));
}
- else if (base.x > screen->w / 2 + scroll_x
- && scroll_x < ((GameSession::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 - screen->w / 2;
-
- if (scroll_x > ((plevel->width * 32) - screen->w))
- scroll_x = ((plevel->width * 32) - screen->w);
- }
- else if (base.x> 608 + scroll_x)
+ /* Keep in-bounds, vertically: */
+ if (get_pos().y > Sector::current()->solids->get_height() * 32)
{
- /* ... unless there's no more to scroll! */
-
- /*base.x= 608 + scroll_x;*/
+ kill(KILL);
+ return;
}
- /* Keep in-bounds, vertically: */
-
- if (base.y > screen->h)
- {
+ bool adjust = false;
+ // can happen if back scrolling is disabled
+ if(get_pos().x < camera->get_translation().x) {
+ bbox.set_pos(Vector(camera->get_translation().x, get_pos().y));
+ adjust = true;
+ }
+ if(get_pos().x >= camera->get_translation().x + screen->w - bbox.get_width())
+ {
+ bbox.set_pos(Vector(
+ camera->get_translation().x + screen->w - bbox.get_width(),
+ get_pos().y));
+ adjust = true;
+ }
+
+ if(adjust) {
+ // FIXME
+#if 0
+ // squished now?
+ if(collision_object_map(bbox)) {
kill(KILL);
+ return;
}
+#endif
+ }
}
+
+void
+Player::bounce(BadGuy& )
+{
+ //Make sure we stopped flapping
+ flapping = false;
+ falling_from_flap = false;
+
+ if (input.jump)
+ physic.set_velocity_y(520);
+ else
+ physic.set_velocity_y(200);
+}
+