PlayerKeymap::PlayerKeymap()
{
- keymap.jump = SDLK_SPACE;
- keymap.activate = SDLK_UP;
- keymap.duck = SDLK_DOWN;
+ keymap.up = SDLK_UP;
+ keymap.down = SDLK_DOWN;
keymap.left = SDLK_LEFT;
keymap.right = SDLK_RIGHT;
- keymap.fire = SDLK_LCTRL;
+
+ keymap.power = SDLK_LCTRL;
+ keymap.jump = SDLK_LALT;
}
void player_input_init(player_input_type* pplayer_input)
{
+ pplayer_input->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->old_up = UP;
+ pplayer_input->jump = UP;
+ pplayer_input->old_jump = UP;
pplayer_input->activate = UP;
}
input.left = state;
return true;
}
- else if(key == keymap.jump)
+ else if(key == keymap.up)
{
input.up = state;
+
+ /* Up key also opens activates stuff */
+ input.activate = state;
+
+ if(state == DOWN) {
+ /** check for interactive objects */
+ for(Sector::InteractiveObjects::iterator i
+ = Sector::current()->interactive_objects.begin();
+ i != Sector::current()->interactive_objects.end(); ++i) {
+ if(rectcollision(base, (*i)->get_area())) {
+ (*i)->interaction(INTERACTION_ACTIVATE);
+ }
+ }
+ }
+
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.activate)
+ else if(key == keymap.jump)
{
- input.activate = state;
-
- if(state == DOWN) {
- /** check for interactive objects */
- for(Sector::InteractiveObjects::iterator i
- = Sector::current()->interactive_objects.begin();
- i != Sector::current()->interactive_objects.end(); ++i) {
- if(rectcollision(base, (*i)->get_area())) {
- (*i)->interaction(INTERACTION_ACTIVATE);
- }
- }
- }
-
+ if (state == UP)
+ input.old_jump = UP;
+ input.jump = state;
return true;
}
else
}
// Press jump key
- if(input.up == DOWN && can_jump && on_ground())
+ if(input.jump == DOWN && can_jump && on_ground())
{
if(duck) { // only jump a little bit when in duck mode {
physic.set_velocity_y(3);
SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
}
// Let go of jump key
- else if(input.up == UP)
+ else if(input.jump == UP)
{
if (!flapping && !duck && !falling_from_flap && !on_ground())
{
}
// Flapping
- if (input.up == DOWN && can_flap)
+ if (input.jump == DOWN && can_flap)
{
if (!flapping_timer.started())
{
can_flap = false;
falling_from_flap = true;
}
- if (physic.get_velocity_x() > 0) {physic.set_velocity_x(WALK_SPEED);}
- else if (physic.get_velocity_x() < 0) {physic.set_velocity_x(WALK_SPEED * (-1));}
+ //if (physic.get_velocity_x() > 0) {physic.set_velocity_x(WALK_SPEED);}
+ //else if (physic.get_velocity_x() < 0) {physic.set_velocity_x(WALK_SPEED * (-1));}
jumping = true;
flapping = true;
- if (flapping_timer.get_gone() <= TUX_FLAPPING_TIME)
+ if (flapping && flapping_timer.get_gone() <= TUX_FLAPPING_TIME
+ && physic.get_velocity_y() < 0)
{
- physic.set_velocity_y((float)flapping_timer.get_gone()/700);
+ float gravity = Sector::current()->gravity;
+ float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
+
+ //physic.set_velocity_y((float)flapping_timer.get_gone()/700);
+
+ // XXX: magic numbers. should be a percent of gravity
+ // gravity is (by default) -0.1f
+ physic.set_acceleration_y(.05 + .06f*xr);
}
}
+ 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.up == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
+ if (enable_hover && input.jump == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
{
physic.set_velocity_y(-1);
}
issolid(base.x + base.width - 1, base.y + base.height + 64))
&& jumping == false
&& can_jump == false
- && input.up == DOWN
- && input.old_up == UP)
+ && input.jump == DOWN
+ && input.old_jump == UP)
{
can_jump = true;
}
flapping = false;
falling_from_flap = false;
if (flapping_timer.started()) {flapping_timer.stop();}
+
+ physic.set_acceleration_y(0); //for flapping
}
- input.old_up = input.up;
+ input.old_jump = input.jump;
}
void
/* Jump/jumping? */
- if (on_ground() && input.up == UP)
+ if (on_ground() && input.jump == UP)
can_jump = true;
handle_vertical_input();
Sector::current()->add_floating_text(base, str);
}
- if (input.up)
+ if (input.jump)
physic.set_velocity_y(5.2);
else
physic.set_velocity_y(2);