#include <iostream>
#include <cassert>
-#include "gameloop.h"
#include "app/globals.h"
+#include "app/gettext.h"
#include "player.h"
#include "defines.h"
#include "scene.h"
#include "resources.h"
#include "interactive_object.h"
#include "video/screen.h"
+#include "statistics.h"
+#include "gameloop.h"
// behavior definitions:
#define TILES_FOR_BUTTJUMP 3
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;
}
void
TuxBodyParts::set_action(std::string action)
{
-head->set_action(action);
-body->set_action(action);
-arms->set_action(action);
-feet->set_action(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()
{
-head->start_animation(1);
-body->start_animation(1);
-arms->start_animation(1);
-feet->start_animation(1);
+ 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)
{
-head->draw(context, pos, layer, drawing_effect);
-body->draw(context, pos, layer, drawing_effect);
-arms->draw(context, pos, layer, drawing_effect);
-feet->draw(context, pos, layer, 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()
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;
frame_main = 0;
shooting_timer.init(true);
growing_timer.init(true);
idle_timer.init(true);
+ flapping_timer.init(true);
physic.reset();
}
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
physic.set_velocity_y(0);
jumped_in_solid = true;
jumping = false;
+ flapping = false;
}
}
else
physic.enable_gravity(false);
/* Reset score multiplier (for multi-hits): */
if (!invincible_timer.started())
+ {
+ /*if(player_status.score_multiplier > 2)
+ { // show a message
+ char str[124];
+ sprintf(str, _("%d bad guys in a row!"), player_status.score_multiplier-1);
+ Sector::current()->add_floating_text(base, str);
+ }*/
player_status.score_multiplier = 1;
+ }
}
if(jumped_in_solid)
{
/* Make sure jumping is off. */
jumping = false;
+ flapping = false;
}
}
}
void
Player::handle_vertical_input()
{
+
// set fall mode...
if(on_ground()) {
fall_mode = ON_GROUND;
}
// 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);
--base.y;
jumping = true;
+ flapping = false;
can_jump = false;
+ can_flap = false;
if (size == SMALL)
SoundManager::get()->play_sound(IDToSound(SND_JUMP));
else
SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
}
// Let go of jump key
- else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
+ else if(input.jump == UP)
{
- jumping = false;
- physic.set_velocity_y(0);
+ 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);
+ }
}
+ // Flapping
+ 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;
+ }
+ //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 && flapping_timer.get_gone() <= TUX_FLAPPING_TIME
+ && physic.get_velocity_y() < 0)
+ {
+ 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.jump == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0)
+ {
+ physic.set_velocity_y(-1);
+ }
+
/* 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)
BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
if(badguy)
{
-
- if (fabsf(base.x - badguy->base.x) < 150 &&
- fabsf(base.y - badguy->base.y) < 60 &&
- (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) ||
- issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height)))
- badguy->kill_me(25);
+ // 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) < 150 &&
+ fabsf(base.y - badguy->base.y) < 60 &&
+ (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) ||
+ issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height)))
+ badguy->kill_me(25);
+ }
}
}
}
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;
}
if(on_ground()) /* Make sure jumping is off. */
- jumping = false;
+ {
+ jumping = false;
+ 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();
Vector pos = Vector(base.x, base.y);
/* Set Tux sprite action */
- if (duck && size != SMALL)
+ if (duck && size == BIG)
{
- if (dir == RIGHT)
- tux_body->set_action("duck-right");
- else
+ 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 == RIGHT)
+ if(dir == LEFT)
+ tux_body->set_action("skid-left");
+ else // dir == RIGHT
tux_body->set_action("skid-right");
- else
- tux_body->set_action("skid-left");
}
else if (kick_timer.started())
{
- if (dir == RIGHT)
- tux_body->set_action("kick-right");
- else
+ if(dir == LEFT)
tux_body->set_action("kick-left");
+ else // dir == RIGHT
+ tux_body->set_action("kick-right");
}
else if (butt_jump)
{
- if (dir == RIGHT)
- tux_body->set_action("buttjump-right");
- else
+ 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 == RIGHT)
- tux_body->set_action("jump-right");
- else
+ 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 == RIGHT)
- tux_body->set_action("stand-right");
- else
+ if(dir == LEFT)
tux_body->set_action("stand-left");
+ else // dir == RIGHT
+ tux_body->set_action("stand-right");
}
else // moving
{
- if (dir == RIGHT)
- tux_body->set_action("walk-right");
- else
+ if(dir == LEFT)
tux_body->set_action("walk-left");
+ else // dir == RIGHT
+ tux_body->set_action("walk-right");
}
}
if(idle_timer.get_left() < 0)
{
- if (dir == RIGHT)
- {
- tux_body->head->set_action("idle-right");
- tux_body->head->start_animation(1);
- }
- else
+ if(size == BIG)
{
- tux_body->head->set_action("idle-right");
+ 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() && !duck)
+ shooting_timer.check())
{
- if (dir == RIGHT)
- tux_body->arms->set_action("grab-right");
+ 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
- tux_body->arms->set_action("grab-left");
+ {
+ if(dir == LEFT)
+ tux_body->arms->set_action("grab-left");
+ else // dir == RIGHT
+ tux_body->arms->set_action("grab-right");
+ }
}
/* Draw Tux */
else if (safe_timer.started() && global_frame_counter%2)
; // don't draw Tux
else
- tux_body->draw(context, pos, layer);
+ 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);
void
Player::bounce(BadGuy* badguy)
{
- if (input.up)
+ //Make sure we stopped flapping
+ flapping = false;
+ falling_from_flap = false;
+
+ if(player_status.score_multiplier >= 5)
+ { // show a message
+ char str[124];
+// if (player_status.score_multiplier <= 4) {sprintf(str, _("Combo x%d"), player_status.score_multiplier);}
+ if (player_status.score_multiplier == 5)
+ sprintf(str, _("Good! x%d"), player_status.score_multiplier);
+ else if (player_status.score_multiplier == 6)
+ sprintf(str, _("Great! x%d"), player_status.score_multiplier);
+ else if (player_status.score_multiplier == 7)
+ sprintf(str, _("Awesome! x%d"), player_status.score_multiplier);
+ else if (player_status.score_multiplier == 8)
+ sprintf(str, _("Incredible! x%d"), player_status.score_multiplier);
+ else if (player_status.score_multiplier == 9)
+ sprintf(str, _("Godlike! ;-) x%d"), player_status.score_multiplier);
+ else
+ sprintf(str, _("Unbelievable!! x%d"), player_status.score_multiplier);
+ Sector::current()->add_floating_text(base, str);
+ }
+
+ if (input.jump)
physic.set_velocity_y(5.2);
else
physic.set_velocity_y(2);