#include "tile.h"
#include "screen.h"
-texture_type tux_life;
-std::vector<texture_type> tux_right;
-std::vector<texture_type> tux_left;
-texture_type smalltux_jump_left;
-texture_type smalltux_jump_right;
-texture_type smalltux_stand_left;
-texture_type smalltux_stand_right;
-
-texture_type bigtux_right[3];
-texture_type bigtux_left[3];
-texture_type bigtux_right_jump;
-texture_type bigtux_left_jump;
-texture_type ducktux_right;
-texture_type ducktux_left;
-texture_type skidtux_right;
-texture_type skidtux_left;
-texture_type firetux_right[3];
-texture_type firetux_left[3];
-texture_type bigfiretux_right[3];
-texture_type bigfiretux_left[3];
-texture_type bigfiretux_right_jump;
-texture_type bigfiretux_left_jump;
-texture_type duckfiretux_right;
-texture_type duckfiretux_left;
-texture_type skidfiretux_right;
-texture_type skidfiretux_left;
-texture_type cape_right[2];
-texture_type cape_left[2];
-texture_type bigcape_right[2];
-texture_type bigcape_left[2];
+Surface* tux_life;
+std::vector<Surface*> tux_right;
+std::vector<Surface*> tux_left;
+Surface* smalltux_jump_left;
+Surface* smalltux_jump_right;
+Surface* smalltux_stand_left;
+Surface* smalltux_stand_right;
+
+Surface* bigtux_right[3];
+Surface* bigtux_left[3];
+Surface* bigtux_right_jump;
+Surface* bigtux_left_jump;
+Surface* ducktux_right;
+Surface* ducktux_left;
+Surface* skidtux_right;
+Surface* skidtux_left;
+Surface* firetux_right[3];
+Surface* firetux_left[3];
+Surface* bigfiretux_right[3];
+Surface* bigfiretux_left[3];
+Surface* bigfiretux_right_jump;
+Surface* bigfiretux_left_jump;
+Surface* duckfiretux_right;
+Surface* duckfiretux_left;
+Surface* skidfiretux_right;
+Surface* skidfiretux_left;
+Surface* cape_right[2];
+Surface* cape_left[2];
+Surface* bigcape_right[2];
+Surface* bigcape_left[2];
void player_input_init(player_input_type* pplayer_input)
{
base.y = 240;
base.xm = 0;
base.ym = 0;
- old_base = base;
+ previous_base = old_base = base;
dir = RIGHT;
duck = false;
frame_main = 0;
frame_ = 0;
- lives = 3;
- score = 0;
- distros = 0;
-
+
player_input_init(&input);
keymap.jump = SDLK_UP;
base.y = 240;
base.xm = 0;
base.ym = 0;
- old_base = base;
- previous_base = base;
+ previous_base = old_base = base;
+ duck = false;
dying = DYING_NOT;
/* --- HANDLE TUX! --- */
- if(!dying)
+ if(dying == DYING_NOT)
handle_input();
/* Move tux: */
previous_base = base;
physic.apply(frame_ratio, base.x, base.y);
-
- if (!dying)
- {
-
- collision_swept_object_map(&old_base,&base);
+ if(dying == DYING_NOT) {
+ collision_swept_object_map(&old_base, &base);
+ // special exception for cases where we're stuck under tiles after
+ // being ducked. In this case we drift out
+ 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);
+ previous_base = old_base = base;
+ }
keep_in_bounds();
+ }
+ if (dying == DYING_NOT)
+ {
/* Land: */
jumping = false;
}
}
-
}
- safe_timer.check();
-
/* ---- DONE HANDLING TUX! --- */
play_current_music();
}
- /* Handle skidding: */
-
- // timer_check(&skidding_timer); // disabled
-
- /* End of level? */
- if (base.x >= World::current()->get_level()->endpos
- && World::current()->get_level()->endpos != 0)
- {
- player_status.next_level = 1;
- }
-
+ // check some timers
+ skidding_timer.check();
+ invincible_timer.check();
+ safe_timer.check();
}
bool
}
void
-Player::handle_horizontal_input(int newdir)
+Player::handle_horizontal_input()
{
- if(duck)
- return;
-
float vx = physic.get_velocity_x();
float vy = physic.get_velocity_y();
- dir = newdir;
-
- // skid if we're too fast
- if(dir != newdir && on_ground() && fabs(physic.get_velocity_x()) > SKID_XM
- && !skidding_timer.started())
- {
- skidding_timer.start(SKID_TIME);
- play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
- return;
- }
-
- if ((newdir ? (vx < 0) : (vx > 0)) && !isice(base.x, base.y + base.height) &&
- !skidding_timer.started())
- {
- //vx = 0;
- }
-
- /* Facing the direction we're jumping? Go full-speed: */
- if (input.fire == UP)
- {
- if(vx >= MAX_WALK_XM) {
+ float ax = physic.get_acceleration_x();
+ float ay = physic.get_acceleration_y();
+
+ float dirsign = 0;
+ if(!duck && input.left == DOWN && input.right == UP) {
+ dir = LEFT;
+ dirsign = -1;
+ } else if(!duck && input.left == UP && input.right == DOWN) {
+ dir = RIGHT;
+ dirsign = 1;
+ }
+
+ if (input.fire == UP) {
+ ax = dirsign * WALK_ACCELERATION_X;
+ // limit speed
+ if(vx >= MAX_WALK_XM && dirsign > 0) {
vx = MAX_WALK_XM;
- physic.set_acceleration(0, 0); // enough speedup
- } else if(vx <= -MAX_WALK_XM) {
+ ax = 0;
+ } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
vx = -MAX_WALK_XM;
- physic.set_acceleration(0, 0);
+ ax = 0;
}
- physic.set_acceleration(newdir ? 0.02 : -0.02, 0);
- if(fabs(vx) < 1) // set some basic run speed
- vx = newdir ? 1 : -1;
-#if 0
- vx += ( newdir ? WALK_SPEED : -WALK_SPEED) * frame_ratio;
-
- if(newdir)
- {
- if (vx > MAX_WALK_XM)
- vx = MAX_WALK_XM;
- }
- else
- {
- if (vx < -MAX_WALK_XM)
- vx = -MAX_WALK_XM;
- }
-#endif
- }
- else if ( input.fire == DOWN)
- {
- if(vx >= MAX_RUN_XM) {
+ } else {
+ ax = dirsign * RUN_ACCELERATION_X;
+ // limit speed
+ if(vx >= MAX_RUN_XM && dirsign > 0) {
vx = MAX_RUN_XM;
- physic.set_acceleration(0, 0); // enough speedup
- } else if(vx <= -MAX_RUN_XM) {
+ ax = 0;
+ } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
vx = -MAX_RUN_XM;
- physic.set_acceleration(0, 0);
+ ax = 0;
+ }
+ }
+
+ // we can reach WALK_SPEED without any acceleration
+ if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
+ vx = dirsign * WALK_SPEED;
+ }
+
+ // changing directions?
+ if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
+ if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
+ skidding_timer.start(SKID_TIME);
+ play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
+ ax *= 2.5;
+ } else {
+ ax *= 2;
+ }
+ }
+
+ // we get slower when not pressing any keys
+ if(dirsign == 0) {
+ if(fabs(vx) < WALK_SPEED) {
+ vx = 0;
+ ax = 0;
+ } else if(vx < 0) {
+ ax = WALK_ACCELERATION_X * 1.5;
+ } else {
+ ax = WALK_ACCELERATION_X * -1.5;
}
- physic.set_acceleration(newdir ? 0.03 : -0.03, 0);
- if(fabs(vx) < 1) // set some basic run speed
- vx = newdir ? 1 : -1;
+ }
-#if 0
- vx = vx + ( newdir ? RUN_SPEED : -RUN_SPEED) * frame_ratio;
+ // if we're on ice slow down acceleration or deceleration
+ if (isice(base.x, base.y + base.height))
+ {
+ /* the acceleration/deceleration rate on ice is inversely proportional to
+ * the current velocity.
+ */
- if(newdir)
- {
- if (vx > MAX_RUN_XM)
- vx = MAX_RUN_XM;
- }
- else
- {
- if (vx < -MAX_RUN_XM)
- vx = -MAX_RUN_XM;
- }
-#endif
- }
- else
- {
-#if 0
- /* Not facing the direction we're jumping?
- Go half-speed: */
- vx = vx + ( newdir ? (WALK_SPEED / 2) : -(WALK_SPEED / 2)) * frame_ratio;
+ // increasing 1 will increase acceleration/deceleration rate
+ // decreasing 1 will decrease acceleration/deceleration rate
+ // must stay above zero, though
+ if (ax != 0) ax *= 1 / fabs(vx);
+ }
- if(newdir)
- {
- if (vx > MAX_WALK_XM / 2)
- vx = MAX_WALK_XM / 2;
- }
- else
- {
- if (vx < -MAX_WALK_XM / 2)
- vx = -MAX_WALK_XM / 2;
- }
-#endif
- }
-
physic.set_velocity(vx, vy);
+ physic.set_acceleration(ax, ay);
}
void
{
if(input.up == DOWN)
{
- if (on_ground())
+ if (on_ground() && !duck)
{
// jump
physic.set_velocity(physic.get_velocity_x(), 5.5);
void
Player::handle_input()
{
- /* Handle key and joystick state: */
- if(duck == false)
- {
- if (input.right == DOWN && input.left == UP)
- {
- handle_horizontal_input(RIGHT);
- }
- else if (input.left == DOWN && input.right == UP)
- {
- handle_horizontal_input(LEFT);
- }
- else
- {
- float vx = physic.get_velocity_x();
- if(fabs(vx) < 0.01) {
- physic.set_velocity(0, physic.get_velocity_y());
- physic.set_acceleration(0, 0);
- } else if(vx < 0) {
- physic.set_acceleration(0.1, 0);
- } else {
- physic.set_acceleration(-0.1, 0);
- }
- }
- }
+ /* Handle horizontal movement: */
+ handle_horizontal_input();
/* Jump/jumping? */
World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir);
}
-
- /* Duck! */
-
- if (input.down == DOWN)
- {
- if (size == BIG && duck != true)
- {
- duck = true;
- base.height = 32;
- base.y += 32;
- }
- }
- else
- {
- if (size == BIG && duck)
- {
- /* Make sure we're not standing back up into a solid! */
- base.height = 64;
- base.y -= 32;
-
- if (!collision_object_map(&base) /*issolid(base.x + 16, base.y - 16)*/)
- {
- duck = false;
- base.height = 64;
- old_base.y -= 32;
- old_base.height = 64;
- }
- else
- {
- base.height = 32;
- base.y += 32;
- }
- }
- else
- {
- duck = false;
- }
- }
-
- /* (Tux): */
-
+ /* tux animations: */
if(!frame_timer.check())
{
frame_timer.start(25);
}
}
+ /* Duck! */
+ if (input.down == DOWN && size == BIG && !duck)
+ {
+ duck = true;
+ base.height = 32;
+ base.y += 32;
+ // changing base size confuses collision otherwise
+ old_base = previous_base = base;
+ }
+ else if(input.down == UP && size == BIG && duck)
+ {
+ duck = false;
+ base.y -= 32;
+ base.height = 64;
+ old_base = previous_base = base;
+ }
}
void
}
/* Enough distros for a One-up? */
- if (distros >= DISTROS_LIFEUP)
+ if (player_status.distros >= DISTROS_LIFEUP)
{
- distros = distros - DISTROS_LIFEUP;
- if(lives < MAX_LIVES)
- lives++;
+ player_status.distros = player_status.distros - DISTROS_LIFEUP;
+ if(player_status.lives < MAX_LIVES)
+ ++player_status.lives;
/*We want to hear the sound even, if MAX_LIVES is reached*/
play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER);
}
if (dir == RIGHT)
{
- texture_draw(&cape_right[global_frame_counter % 2],
- base.x- scroll_x, base.y);
+ cape_right[global_frame_counter % 2]->draw(base.x- scroll_x, base.y);
}
else
{
- texture_draw(&cape_left[global_frame_counter % 2],
+ cape_left[global_frame_counter % 2]->draw(
base.x- scroll_x, base.y);
}
}
if (physic.get_velocity_y() != 0)
{
if (dir == RIGHT)
- texture_draw(&smalltux_jump_right, base.x - scroll_x, base.y - 10);
+ smalltux_jump_right->draw( base.x - scroll_x, base.y - 10);
else
- texture_draw(&smalltux_jump_left, base.x - scroll_x, base.y - 10);
+ smalltux_jump_left->draw( base.x - scroll_x, base.y - 10);
}
else
{
if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
{
if (dir == RIGHT)
- texture_draw(&smalltux_stand_right, base.x - scroll_x, base.y - 9);
+ smalltux_stand_right->draw( base.x - scroll_x, base.y - 9);
else
- texture_draw(&smalltux_stand_left, base.x - scroll_x, base.y - 9);
+ smalltux_stand_left->draw( base.x - scroll_x, base.y - 9);
}
else // moving
{
if (dir == RIGHT)
- texture_draw(&tux_right[(global_frame_counter/2) % tux_right.size()],
+ tux_right[(global_frame_counter/2) % tux_right.size()]->draw(
base.x - scroll_x, base.y - 9);
else
- texture_draw(&tux_left[(global_frame_counter/2) % tux_left.size()],
+ tux_left[(global_frame_counter/2) % tux_left.size()]->draw(
base.x - scroll_x, base.y - 9);
}
}
if (dir == RIGHT)
{
- texture_draw(&firetux_right[frame_], base.x- scroll_x, base.y);
+ firetux_right[frame_]->draw( base.x- scroll_x, base.y);
}
else
{
- texture_draw(&firetux_left[frame_], base.x- scroll_x, base.y);
+ firetux_left[frame_]->draw( base.x- scroll_x, base.y);
}
}
}
{
if (invincible_timer.started())
{
- /* Draw cape: */
+ float capex = base.x + (base.width - bigcape_right[0]->w) / 2;
+ capex -= scroll_x;
+ float capey = base.y + (base.height - bigcape_right[0]->h) / 2;
+
+ /* Draw cape (just not in ducked mode since that looks silly): */
if (dir == RIGHT)
{
- texture_draw(&bigcape_right[global_frame_counter % 2],
- base.x- scroll_x - 8, base.y);
+ bigcape_right[global_frame_counter % 2]->draw(
+ capex, capey);
}
else
{
- texture_draw(&bigcape_left[global_frame_counter % 2],
- base.x-scroll_x - 8, base.y);
+ bigcape_left[global_frame_counter % 2]->draw(
+ capex, capey);
}
}
{
if (dir == RIGHT)
{
- texture_draw(&bigtux_right[frame_],
+ bigtux_right[frame_]->draw(
base.x- scroll_x - 8, base.y);
}
else
{
- texture_draw(&bigtux_left[frame_],
+ bigtux_left[frame_]->draw(
base.x- scroll_x - 8, base.y);
}
}
{
if (dir == RIGHT)
{
- texture_draw(&bigtux_right_jump,
+ bigtux_right_jump->draw(
base.x- scroll_x - 8, base.y);
}
else
{
- texture_draw(&bigtux_left_jump,
+ bigtux_left_jump->draw(
base.x- scroll_x - 8, base.y);
}
}
{
if (dir == RIGHT)
{
- texture_draw(&skidtux_right,
+ skidtux_right->draw(
base.x- scroll_x - 8, base.y);
}
else
{
- texture_draw(&skidtux_left,
+ skidtux_left->draw(
base.x- scroll_x - 8, base.y);
}
}
{
if (dir == RIGHT)
{
- texture_draw(&ducktux_right, base.x- scroll_x - 8, base.y - 16);
+ ducktux_right->draw( base.x- scroll_x - 8, base.y - 16);
}
else
{
- texture_draw(&ducktux_left, base.x- scroll_x - 8, base.y - 16);
+ ducktux_left->draw( base.x- scroll_x - 8, base.y - 16);
}
}
}
else
{
/* Tux has coffee! */
-
if (!duck)
{
if (!skidding_timer.started())
{
if (dir == RIGHT)
{
- texture_draw(&bigfiretux_right[frame_],
+ bigfiretux_right[frame_]->draw(
base.x- scroll_x - 8, base.y);
}
else
{
- texture_draw(&bigfiretux_left[frame_],
+ bigfiretux_left[frame_]->draw(
base.x- scroll_x - 8, base.y);
}
}
{
if (dir == RIGHT)
{
- texture_draw(&bigfiretux_right_jump,
+ bigfiretux_right_jump->draw(
base.x- scroll_x - 8, base.y);
}
else
{
- texture_draw(&bigfiretux_left_jump,
+ bigfiretux_left_jump->draw(
base.x- scroll_x - 8, base.y);
}
}
{
if (dir == RIGHT)
{
- texture_draw(&skidfiretux_right,
+ skidfiretux_right->draw(
base.x- scroll_x - 8, base.y);
}
else
{
- texture_draw(&skidfiretux_left,
+ skidfiretux_left->draw(
base.x- scroll_x - 8, base.y);
}
}
{
if (dir == RIGHT)
{
- texture_draw(&duckfiretux_right, base.x- scroll_x - 8, base.y - 16);
+ duckfiretux_right->draw( base.x- scroll_x - 8, base.y - 16);
}
else
{
- texture_draw(&duckfiretux_left, base.x- scroll_x - 8, base.y - 16);
+ duckfiretux_left->draw( base.x- scroll_x - 8, base.y - 16);
}
}
}
}
}
- if(dying)
- text_drawf(&gold_text,"Penguins can fly !:",0,0,A_HMIDDLE,A_VMIDDLE,1);
+ if (debug_mode)
+ fillrect(base.x - scroll_x, base.y, 32, 32, 75,75,75, 150);
}
void
{
case CO_BADGUY:
pbad_c = (BadGuy*) p_c_object;
- /* Hurt the player if he just touched it: */
+ /* Hurt player if he touches a badguy */
if (!pbad_c->dying && !dying &&
!safe_timer.started() &&
pbad_c->mode != HELD)
pbad_c->mode = HELD;
pbad_c->base.y-=8;
}
+ else if (pbad_c->mode == FLAT)
+ {
+ // Don't get hurt if we're kicking a flat badguy!
+ }
else if (pbad_c->mode == KICK)
{
- if (base.y < pbad_c->base.y - 16)
+ /* Hurt if you get hit by kicked laptop: */
+ if (!invincible_timer.started())
{
- /* Step on (stop being kicked) */
-
- pbad_c->mode = FLAT;
- play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
+ kill(SHRINK);
}
else
{
- /* Hurt if you get hit by kicked laptop: */
- if (!invincible_timer.started())
- {
- kill(SHRINK);
- }
- else
- {
- pbad_c->dying = DYING_FALLING;
- play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
- World::current()->add_score(pbad_c->base.x - scroll_x,
- pbad_c->base.y,
- 25 * player_status.score_multiplier);
- }
+ pbad_c->dying = DYING_FALLING;
+ play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
+ World::current()->add_score(pbad_c->base.x - scroll_x,
+ pbad_c->base.y,
+ 25 * player_status.score_multiplier);
}
}
else
size = SMALL;
base.height = 32;
+ duck = false;
safe_timer.start(TUX_SAFE_TIME);
}
else
{
- if(size == BIG)
- duck = true;
-
physic.enable_gravity(true);
physic.set_acceleration(0, 0);
physic.set_velocity(0, 7);
void
Player::is_dying()
{
- /* He died :^( */
-
- --lives;
remove_powerups();
dying = DYING_NOT;
}
Level* plevel = World::current()->get_level();
/* Keep tux in bounds: */
- if (base.x< 0)
- base.x= 0;
- else if(base.x< scroll_x)
- base.x= scroll_x;
- else if (base.x< 160 + scroll_x && scroll_x > 0 && debug_mode)
- {
- scroll_x = base.x- 160;
- /*base.x+= 160;*/
-
- if(scroll_x < 0)
- scroll_x = 0;
-
- }
- else if (base.x > screen->w / 2 + scroll_x
- && scroll_x < ((World::current()->get_level()->width * 32) - screen->w))
- {
- // FIXME: Scrolling needs to be handled by a seperate View
- // class, doing it as a player huck is ugly
-
- // Scroll the screen in past center:
- scroll_x = base.x - screen->w / 2;
-
- if (scroll_x > ((plevel->width * 32) - screen->w))
- scroll_x = ((plevel->width * 32) - screen->w);
+ if (base.x < 0)
+ { // Lock Tux to the size of the level, so that he doesn't fall of
+ // on the left side
+ base.x = 0;
}
- else if (base.x> 608 + scroll_x)
- {
- /* ... unless there's no more to scroll! */
-
- /*base.x= 608 + scroll_x;*/
+ else if (base.x < scroll_x)
+ {
+ base.x = scroll_x;
}
/* Keep in-bounds, vertically: */
-
if (base.y > screen->h)
{
kill(KILL);
}
+
+ int scroll_threshold = screen->w/2 - 80;
+ if (debug_mode)
+ {
+ scroll_x += screen->w/2;
+ // Backscrolling for debug mode
+ if (scroll_x < base.x - 80)
+ scroll_x = base.x - 80;
+ else if (scroll_x > base.x + 80)
+ scroll_x = base.x + 80;
+ scroll_x -= screen->w/2;
+
+ if(scroll_x < 0)
+ scroll_x = 0;
+ }
+ else
+ {
+ if (base.x > scroll_threshold + scroll_x
+ && scroll_x < ((World::current()->get_level()->width * 32) - screen->w))
+ {
+ // FIXME: Scrolling needs to be handled by a seperate View
+ // class, doing it as a player huck is ugly
+
+ // Scroll the screen in past center:
+ scroll_x = base.x - scroll_threshold;
+
+ // Lock the scrolling to the levelsize, so that we don't
+ // scroll over the right border
+ if (scroll_x > 32 * plevel->width - screen->w)
+ scroll_x = 32 * plevel->width - screen->w;
+ }
+ }
}
+
+// EOF //
+