Fix bug reported by Ryan: in level smaller than 19, Tux would stay in dead move forever.
[supertux.git] / src / player.cpp
index 9d06c18..dd02bc2 100644 (file)
@@ -203,7 +203,7 @@ Player::action(double frame_ratio)
       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 += frame_ratio * WALK_SPEED;
           previous_base = old_base = base;
         }
 
@@ -390,49 +390,48 @@ void
 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;
+      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);
     }
 
-  if (input.down == DOWN && !on_ground() && !duck)
+  if (input.down == DOWN && !on_ground() && !duck && size != SMALL)
     butt_jump = true;
   else if (input.down == UP)
     butt_jump = false;
   if (input.down == DOWN && butt_jump && on_ground())
   {
-    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);
-
+    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))
@@ -457,13 +456,9 @@ Player::handle_input()
 
   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);
@@ -501,13 +496,21 @@ Player::handle_input()
       // 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;
+      }   
     }
 }
 
@@ -796,7 +799,8 @@ Player::is_dying()
 
 bool Player::is_dead()
 {
-  if(base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32 || base.x < scroll_x - AUTOSCROLL_DEAD_INTERVAL)  // last condition can happen in auto-scrolling
+  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;