// 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 "player.h"
#include "defines.h"
#include "scene.h"
#include "tile.h"
-#include "sprite.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 "screen/screen.h"
+#include "video/screen.h"
// behavior definitions:
#define TILES_FOR_BUTTJUMP 3
// animation times (in ms):
#define SHOOTING_TIME 320
-#define STOMP_TIME 250
// 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];
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;
pplayer_input->activate = UP;
}
+void
+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()
{
init();
jumping = false;
can_jump = true;
butt_jump = false;
-
+
frame_main = 0;
frame_ = 0;
kick_timer.init(true);
shooting_timer.init(true);
growing_timer.init(true);
+ idle_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;
safe_timer.init(true);
frame_timer.init(true);
growing_timer.init(true);
+ idle_timer.init(true);
physic.reset();
}
if(dying == DYING_NOT)
handle_input();
- physic.apply(elapsed_time, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if(dying == DYING_NOT)
{
if (isbrick(base.x, base.y) ||
isfullbox(base.x, base.y))
{
- Sector::current()->trygrabdistro(
+ Sector::current()->trygrabdistro(
Vector(base.x, base.y - 32), BOUNCE);
Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64));
if (isbrick(base.x+ 31, base.y) ||
isfullbox(base.x+ 31, base.y))
{
- Sector::current()->trygrabdistro(
+ Sector::current()->trygrabdistro(
Vector(base.x+ 31, base.y - 32), BOUNCE);
Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64));
if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
skidding_timer.start(SKID_TIME);
- sound_manager->play_sound(sounds[SND_SKID]);
+ SoundManager::get()->play_sound(IDToSound(SND_SKID));
ax *= 2.5;
} else {
ax *= 2;
jumping = true;
can_jump = false;
if (size == SMALL)
- sound_manager->play_sound(sounds[SND_JUMP]);
+ SoundManager::get()->play_sound(IDToSound(SND_JUMP));
else
- sound_manager->play_sound(sounds[SND_BIGJUMP]);
+ SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
}
// Let go of jump key
else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
// Do butt jump
if (butt_jump && on_ground() && size == BIG)
{
- stomp_timer.start(STOMP_TIME);
+ // 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
{
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(
if(size == BIG)
{
- Sector::current()->trygrabdistro(
+ 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*/
- sound_manager->play_sound(sounds[SND_LIFEUP]);
+ SoundManager::get()->play_sound(IDToSound(SND_LIFEUP));
}
}
void
Player::draw(DrawingContext& context)
{
- PlayerSprite* sprite;
+ TuxBodyParts* tux_body;
if (size == SMALL)
- sprite = &smalltux;
+ tux_body = small_tux;
else if (got_power == FIRE_POWER)
- sprite = &firetux;
+ tux_body = fire_tux;
else if (got_power == ICE_POWER)
- sprite = &icetux;
+ tux_body = ice_tux;
else
- sprite = &largetux;
+ tux_body = big_tux;
int layer = LAYER_OBJECTS - 1;
Vector pos = Vector(base.x, base.y);
- if (!safe_timer.started() || (global_frame_counter % 2) == 0)
+ /* Set Tux sprite action */
+ if (duck && size == BIG)
{
- if (dying == DYING_SQUISHED)
- {
- smalltux_gameover->draw(context, pos, LAYER_OBJECTS+1);
- }
- else
- {
- if(growing_timer.check())
- {
- 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 (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(context, pos, layer);
- else
- sprite->skid_left->draw(context, pos, layer);
- }
- else if (kick_timer.started())
- {
- if (dir == RIGHT)
- sprite->kick_right->draw(context, pos, layer);
- else
- sprite->kick_left->draw(context, pos, layer);
- }
- else if (physic.get_velocity_y() != 0)
- {
- if (dir == RIGHT)
- sprite->jump_right->draw(context, pos, layer);
- else
- sprite->jump_left->draw(context, pos, layer);
- }
- else
- {
- if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
- {
- if (dir == RIGHT)
- sprite->stand_right->draw(context, pos, layer);
- else
- sprite->stand_left->draw(context, pos, layer);
- }
- else // moving
- {
- if (dir == RIGHT)
- sprite->walk_right->draw(context, pos, layer);
- else
- sprite->walk_left->draw(context, pos, layer);
- }
- }
- }
- }
+ 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)
+ {
+ 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");
+ }
+ }
- // 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);
+ 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
- sprite->grab_left->draw(context, pos, LAYER_OBJECTS + 1);
- }
-
- // Draw stomp clouds when doing a butt jump
- if (stomp_timer.check())
- if (duck)
- sprite->stomp->draw(context, Vector(base.x - 32, base.y), LAYER_OBJECTS + 1);
- else
- sprite->stomp->draw(context, Vector(base.x - 32, base.y + 32), LAYER_OBJECTS + 1);
+ {
+ 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
+ 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, dir == LEFT ? HORIZONTAL_FLIP : NONE_EFFECT);
// Draw blinking star overlay
if (invincible_timer.started() &&
- (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3))
+ (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
- largetux_star->draw(context, pos, LAYER_OBJECTS + 2);
+ bigtux_star->draw(context, pos, LAYER_OBJECTS + 2);
}
if (debug_mode)
if(dying)
return;
- sound_manager->play_sound(sounds[SND_HURT]);
+ 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
{
}
}
+void
+Player::bounce(BadGuy* badguy)
+{
+ if (input.up)
+ 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 */
+