pplayer_input->old_up = UP;
}
+Player::Player(DisplayManager& display_manager)
+{
+ display_manager.add_drawable(this, LAYER_OBJECTS-1); // for tux himself
+ display_manager.add_drawable(this, LAYER_OBJECTS+1); // for the arm
+ init();
+}
+
+Player::~Player()
+{
+}
+
void
Player::init()
{
base.x = plevel->start_pos_x;
base.y = plevel->start_pos_y;
- base.xm = 0;
- base.ym = 0;
previous_base = old_base = base;
dir = RIGHT;
old_dir = dir;
{
base.x = 100;
base.y = 170;
- base.xm = 0;
- base.ym = 0;
previous_base = old_base = base;
duck = false;
}
void
-Player::action(double frame_ratio)
+Player::action(float elapsed_time)
{
bool jumped_in_solid = false;
if(dying == DYING_NOT)
handle_input();
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y);
if(dying == DYING_NOT)
{
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;
}
Player::handle_vertical_input()
{
// Press jump key
- if(input.up == DOWN && can_jump)
+ if(input.up == 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;
+ can_jump = false;
+ butt_jump = true; // player started jumping, enable butt jump
+ if (size == SMALL)
+ play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
+ else
+ play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
}
// Let go of jump key
- else if(input.up == UP && jumping)
+ else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
{
jumping = false;
- if(physic.get_velocity_y() > 0) {
- physic.set_velocity_y(0);
- }
+ physic.set_velocity_y(0);
+ butt_jump = false; // jump was not full, disable butt jump
}
- if (input.down == DOWN && !on_ground() && !duck)
- butt_jump = true;
- else if (input.down == UP)
- butt_jump = false;
- if (input.down == DOWN && butt_jump && on_ground())
+ /* Do butt jump, in case the player has done the combination
+ (full jump and hold DOWN) */
+ if (input.down == UP && physic.get_velocity_y() == World::current()->get_level()->gravity && butt_jump)
+ butt_jump = false; // in case DOWN is not hold after the full jump, disable it
+
+ if (input.down == DOWN && butt_jump && on_ground() && size == BIG)
{
- 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);
-
- butt_jump = false;
+ 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;
}
-
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))
can_jump = true;
}
+ if(on_ground()) /* Make sure jumping is off. */
+ jumping = false;
+
input.old_up = input.up;
}
if (on_ground() && input.up == 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);
+ holding_something = true;
+ World::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
+ physic.get_velocity_x(), dir);
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::draw()
+Player::draw(ViewPort& viewport, int layer)
{
+ 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;
+
+ Vector pos = viewport.world2screen(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)
+ {
+ 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(base.x, base.y);
+ smalltux_gameover->draw(pos);
}
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);
+ sprite->duck_right->draw(pos);
else
- sprite->duck_left->draw(base.x, base.y);
+ sprite->duck_left->draw(pos);
}
else if (skidding_timer.started())
{
if (dir == RIGHT)
- sprite->skid_right->draw(base.x, base.y);
+ sprite->skid_right->draw(pos);
else
- sprite->skid_left->draw(base.x, base.y);
+ sprite->skid_left->draw(pos);
}
else if (kick_timer.started())
{
if (dir == RIGHT)
- sprite->kick_right->draw(base.x, base.y);
+ sprite->kick_right->draw(pos);
else
- sprite->kick_left->draw(base.x, base.y);
+ sprite->kick_left->draw(pos);
}
else if (physic.get_velocity_y() != 0)
{
if (dir == RIGHT)
- sprite->jump_right->draw(base.x, base.y);
+ sprite->jump_right->draw(pos);
else
- sprite->jump_left->draw(base.x, base.y);
+ sprite->jump_left->draw(pos);
}
else
{
if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
{
if (dir == RIGHT)
- sprite->stand_right->draw( base.x, base.y);
+ sprite->stand_right->draw(pos);
else
- sprite->stand_left->draw( base.x, base.y);
+ sprite->stand_left->draw(pos);
}
else // moving
{
if (dir == RIGHT)
- sprite->walk_right->draw(base.x, base.y);
+ sprite->walk_right->draw(pos);
else
- sprite->walk_left->draw(base.x, base.y);
+ sprite->walk_left->draw(pos);
}
}
-
- // 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);
- }
-
- // 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);
- }
}
}
}
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;
bool Player::is_dead()
{
- if(base.y > screen->h + scroll_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