// Copyright: See COPYING file that comes with this distribution
//
//
+#include <math.h>
#include "gameloop.h"
#include "globals.h"
#include "player.h"
#include "defines.h"
#include "scene.h"
+#include "tile.h"
#include "screen.h"
-texture_type tux_life;
-texture_type tux_right[3];
-texture_type tux_left[3];
-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)
{
size = SMALL;
got_coffee = false;
- base.x = 0;
+ // FIXME: Make the start position configurable via the levelfile
+ base.x = 100;
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;
keymap.right = SDLK_RIGHT;
keymap.fire = SDLK_LCTRL;
- timer_init(&invincible_timer,true);
- timer_init(&skidding_timer,true);
- timer_init(&safe_timer,true);
- timer_init(&frame_timer,true);
- physic_init(&hphysic);
- physic_init(&vphysic);
+ invincible_timer.init(true);
+ skidding_timer.init(true);
+ safe_timer.init(true);
+ frame_timer.init(true);
+
+ physic.reset();
}
int
void
Player::level_begin()
{
- base.x = 0;
- base.y = 240;
+ base.x = 100;
+ base.y = 240;
base.xm = 0;
base.ym = 0;
- old_base = base;
+ previous_base = old_base = base;
+ duck = false;
+
+ dying = DYING_NOT;
player_input_init(&input);
- timer_init(&invincible_timer,true);
- timer_init(&skidding_timer,true);
- timer_init(&safe_timer,true);
- timer_init(&frame_timer,true);
- physic_init(&hphysic);
- physic_init(&vphysic);
+ invincible_timer.init(true);
+ skidding_timer.init(true);
+ safe_timer.init(true);
+ frame_timer.init(true);
+
+ physic.reset();
}
void
-Player::action()
+Player::action(double frame_ratio)
{
bool jumped_in_solid = false;
/* --- HANDLE TUX! --- */
- handle_input();
+ if(dying == DYING_NOT)
+ handle_input();
/* Move tux: */
-
previous_base = base;
- base.x += base.xm * frame_ratio;
- base.y += base.ym * frame_ratio;
-
- collision_swept_object_map(&old_base,&base);
-
- keep_in_bounds();
-
- /* Land: */
-
- if (!dying)
+ physic.apply(frame_ratio, base.x, base.y);
+ 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: */
if( !on_ground())
{
+ physic.enable_gravity(true);
if(under_solid())
{
- physic_set_state(&vphysic,PH_VT);
- physic_set_start_vy(&vphysic,0);
+ // fall down
+ physic.set_velocity(physic.get_velocity_x(), 0);
jumped_in_solid = true;
}
- else
- {
- if(!physic_is_set(&vphysic))
- {
- physic_set_state(&vphysic,PH_VT);
- physic_set_start_vy(&vphysic,0);
- }
- }
- base.ym = physic_get_velocity(&vphysic);
-
}
else
{
-
/* Land: */
-
- if (base.ym > 0)
+ if (physic.get_velocity_y() < 0)
{
base.y = (int)(((int)base.y / 32) * 32);
- base.ym = 0;
+ physic.set_velocity(physic.get_velocity_x(), 0);
}
- physic_init(&vphysic);
-
+ physic.enable_gravity(false);
/* Reset score multiplier (for multi-hits): */
-
- score_multiplier = 1;
+ player_status.score_multiplier = 1;
}
if(jumped_in_solid)
if (isbrick(base.x, base.y) ||
isfullbox(base.x, base.y))
{
- trygrabdistro(base.x, base.y - 32,BOUNCE);
- trybumpbadguy(base.x, base.y - 64);
+ World::current()->trygrabdistro(base.x, base.y - 32,BOUNCE);
+ World::current()->trybumpbadguy(base.x, base.y - 64);
- if(size == BIG)
- trybreakbrick(base.x, base.y);
+ World::current()->trybreakbrick(base.x, base.y, size == SMALL);
bumpbrick(base.x, base.y);
- tryemptybox(base.x, base.y, RIGHT);
+ World::current()->tryemptybox(base.x, base.y, RIGHT);
}
if (isbrick(base.x+ 31, base.y) ||
isfullbox(base.x+ 31, base.y))
{
- trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
- trybumpbadguy(base.x+ 31, base.y - 64);
+ World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
+ World::current()->trybumpbadguy(base.x+ 31, base.y - 64);
if(size == BIG)
- trybreakbrick(base.x+ 31, base.y);
+ World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL);
bumpbrick(base.x+ 31, base.y);
- tryemptybox(base.x+ 31, base.y, LEFT);
- }
-
-
- if(size == SMALL)
- {
- /* Get a distro from a brick? */
-
- if (shape(base.x, base.y) == 'x' ||
- shape(base.x, base.y) == 'y')
- {
- add_bouncy_distro((((int)base.x)
- / 32) * 32,
- ((int)base.y / 32) * 32);
- if (counting_distros == false)
- {
- counting_distros = true;
- distro_counter = 100;
- }
-
- if (distro_counter <= 0)
- level_change(¤t_level,base.x,base.y - 1, 'a');
-
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
- }
- else if (shape(base.x+ 31, base.y) == 'x' ||
- shape(base.x+ 31, base.y) == 'y')
- {
- add_bouncy_distro((((int)base.x + 31)
- / 32) * 32,
- ((int)base.y / 32) * 32);
- if (counting_distros == false)
- {
- counting_distros = true;
- distro_counter = 100;
- }
-
- if (distro_counter <= 0)
- level_change(¤t_level,base.x+ 31, base.y, 'a');
-
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
- }
+ World::current()->tryemptybox(base.x+ 31, base.y, LEFT);
}
}
jumping = false;
}
}
-
}
- timer_check(&safe_timer);
-
/* ---- DONE HANDLING TUX! --- */
/* Handle invincibility timer: */
-
-
- if (get_current_music() == HERRING_MUSIC && !timer_check(&invincible_timer))
+ if (get_current_music() == HERRING_MUSIC && !invincible_timer.check())
{
/*
no, we are no more invincible
but are we in hurry ?
*/
-
- if (timer_get_left(&time_left) < TIME_WARNING)
+ // FIXME: Move this to gamesession
+ if (GameSession::current()->time_left.get_left() < TIME_WARNING)
{
/* yes, we are in hurry
stop the herring_song, prepare to play the correct
play_current_music();
}
- /* Handle skidding: */
-
- timer_check(&skidding_timer);
-
- /* End of level? */
-
- if (base.x >= endpos && endpos != 0)
- {
- 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 ((newdir ? (base.xm < -SKID_XM) : (base.xm > SKID_XM)) && !timer_started(&skidding_timer) &&
- dir == !newdir && on_ground())
- {
- timer_start(&skidding_timer, SKID_TIME);
-
- play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
-
- }
- dir = newdir;
-
-
- if ((newdir ? (base.xm < 0) : (base.xm > 0)) && !isice(base.x, base.y + base.height) &&
- !timer_started(&skidding_timer))
- {
- base.xm = 0;
- }
-
- if (!duck)
- {
- if (dir == newdir)
- {
- /* Facing the direction we're jumping? Go full-speed: */
-
- if (input.fire == UP)
- {
- base.xm = base.xm + ( newdir ? WALK_SPEED : -WALK_SPEED) * frame_ratio;
-
- if(newdir)
- {
- if (base.xm > MAX_WALK_XM)
- base.xm = MAX_WALK_XM;
- }
- else
- {
- if (base.xm < -MAX_WALK_XM)
- base.xm = -MAX_WALK_XM;
- }
- }
- else if ( input.fire == DOWN)
- {
- base.xm = base.xm + ( newdir ? RUN_SPEED : -RUN_SPEED) * frame_ratio;
-
- if(newdir)
- {
- if (base.xm > MAX_RUN_XM)
- base.xm = MAX_RUN_XM;
- }
- else
- {
- if (base.xm < -MAX_RUN_XM)
- base.xm = -MAX_RUN_XM;
- }
- }
- else
- {
- /* Not facing the direction we're jumping?
- Go half-speed: */
-
- base.xm = base.xm + ( newdir ? (WALK_SPEED / 2) : -(WALK_SPEED / 2)) * frame_ratio;
-
- if(newdir)
- {
- if (base.xm > MAX_WALK_XM / 2)
- base.xm = MAX_WALK_XM / 2;
- }
- else
- {
- if (base.xm < -MAX_WALK_XM / 2)
- base.xm = -MAX_WALK_XM / 2;
- }
- }
- }
-
- }
+ float vx = physic.get_velocity_x();
+ float vy = physic.get_velocity_y();
+ 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;
+ ax = 0;
+ } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
+ vx = -MAX_WALK_XM;
+ ax = 0;
+ }
+ } else {
+ ax = dirsign * RUN_ACCELERATION_X;
+ // limit speed
+ if(vx >= MAX_RUN_XM && dirsign > 0) {
+ vx = MAX_RUN_XM;
+ ax = 0;
+ } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
+ vx = -MAX_RUN_XM;
+ 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;
+ }
+ }
+
+ // 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.
+ */
+
+ // 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);
+ }
+
+ physic.set_velocity(vx, vy);
+ physic.set_acceleration(ax, ay);
}
void
{
if(input.up == DOWN)
{
- if (on_ground())
+ if (on_ground() && !duck)
{
- if(!physic_is_set(&vphysic))
- {
- physic_set_state(&vphysic,PH_VT);
- physic_set_start_vy(&vphysic,5.5);
- --base.y;
- jumping = true;
- if (size == SMALL)
- play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
- else
- play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
- }
+ // jump
+ physic.set_velocity(physic.get_velocity_x(), 5.5);
+ --base.y;
+ jumping = true;
+ if (size == SMALL)
+ play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
+ else
+ play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
}
}
else if(input.up == UP && jumping)
{
- if (on_ground())
- {
- physic_init(&vphysic);
- jumping = false;
- }
- else
- {
- jumping = false;
- if(physic_is_set(&vphysic))
- {
- if(physic_get_velocity(&vphysic) < 0.)
- {
- physic_set_state(&vphysic,PH_VT);
- physic_set_start_vy(&vphysic,0);
- }
- }
- else
- {
- if(!physic_is_set(&vphysic))
- {
- physic_set_state(&vphysic,PH_VT);
- }
- }
- }
+ jumping = false;
+ if(physic.get_velocity_y() > 0) {
+ physic.set_velocity(physic.get_velocity_x(), 0);
+ }
}
}
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
- {
- if(base.xm > 0)
- {
- base.xm = (int)(base.xm - frame_ratio);
- if(base.xm < 0)
- base.xm = 0;
- }
- else if(base.xm < 0)
- {
- base.xm = (int)(base.xm + frame_ratio);
- if(base.xm > 0)
- base.xm = 0;
- }
- }
- }
+ /* Handle horizontal movement: */
+ handle_horizontal_input();
/* Jump/jumping? */
if (input.fire == DOWN && input.old_fire == UP && got_coffee)
{
- add_bullet(base.x, base.y, base.xm, 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;
- }
+ World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir);
}
- /* (Tux): */
-
- if(!timer_check(&frame_timer))
+ /* tux animations: */
+ if(!frame_timer.check())
{
- timer_start(&frame_timer,25);
+ frame_timer.start(25);
if (input.right == UP && input.left == UP)
{
frame_main = 1;
}
}
+ /* 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
/* Grab distros: */
if (!dying)
{
- trygrabdistro(base.x, base.y, NO_BOUNCE);
- trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
+ World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
+ World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
- trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
- trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
+ World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
+ World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
if(size == BIG)
{
- trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
- trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE);
+ World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
+ World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE);
}
}
/* 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);
}
void
Player::draw()
{
- if (!timer_started(&safe_timer) || (global_frame_counter % 2) == 0)
+ if (!safe_timer.started() || (global_frame_counter % 2) == 0)
{
if (size == SMALL)
{
- if (timer_started(&invincible_timer))
+ if (invincible_timer.started())
{
/* Draw cape: */
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 (!got_coffee)
{
- if (dir == RIGHT)
+ if (physic.get_velocity_y() != 0)
{
- texture_draw(&tux_right[frame_], base.x- scroll_x, base.y);
+ if (dir == RIGHT)
+ smalltux_jump_right->draw( base.x - scroll_x, base.y - 10);
+ else
+ smalltux_jump_left->draw( base.x - scroll_x, base.y - 10);
}
else
{
- texture_draw(&tux_left[frame_], base.x- scroll_x, base.y);
+ if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
+ {
+ if (dir == RIGHT)
+ smalltux_stand_right->draw( base.x - scroll_x, base.y - 9);
+ else
+ smalltux_stand_left->draw( base.x - scroll_x, base.y - 9);
+ }
+ else // moving
+ {
+ if (dir == RIGHT)
+ tux_right[(global_frame_counter/2) % tux_right.size()]->draw(
+ base.x - scroll_x, base.y - 9);
+ else
+ tux_left[(global_frame_counter/2) % tux_left.size()]->draw(
+ base.x - scroll_x, base.y - 9);
+ }
}
}
else
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);
}
}
}
else
{
- if (timer_started(&invincible_timer))
+ 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 (!duck)
{
- if (!timer_started(&skidding_timer))
+ if (!skidding_timer.started())
{
- if (!jumping || base.ym > 0)
+ if (!jumping || physic.get_velocity_y() > 0)
{
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 (!timer_started(&skidding_timer))
+ if (!skidding_timer.started())
{
- if (!jumping || base.ym > 0)
+ if (!jumping || physic.get_velocity_y() > 0)
{
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 (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 &&
- !timer_started(&safe_timer) &&
+ !safe_timer.started() &&
pbad_c->mode != HELD)
{
- if (pbad_c->mode == FLAT && input.fire != DOWN)
- {
- /* Kick: */
-
- pbad_c->mode = KICK;
- play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
-
- if (base.x < pbad_c->base.x + (pbad_c->base.width/2))
- {
- pbad_c->dir = RIGHT;
- pbad_c->base.x = pbad_c->base.x + 16;
- }
- else
- {
- pbad_c->dir = LEFT;
- pbad_c->base.x = pbad_c->base.x - 32;
- }
-
- timer_start(&pbad_c->timer,5000);
- }
- else if (pbad_c->mode == FLAT && input.fire == DOWN)
+ if (pbad_c->mode == FLAT && input.fire == DOWN)
{
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 &&
- timer_started(&pbad_c->timer))
+ /* 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);
- timer_start(&pbad_c->timer, 10000);
+ kill(SHRINK);
}
else
{
- /* Hurt if you get hit by kicked laptop: */
-
- if (timer_started(&pbad_c->timer))
- {
- if (!timer_started(&invincible_timer))
- {
- kill(SHRINK);
- }
- else
- {
- pbad_c->dying = DYING_FALLING;
- play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
- add_score(pbad_c->base.x - scroll_x,
- pbad_c->base.y,
- 25 * 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
{
- if (!timer_started(&invincible_timer ))
+ if (!invincible_timer.started())
{
kill(SHRINK);
}
else
{
- pbad_c->dying = DYING_FALLING;
- play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
- add_score(pbad_c->base.x - scroll_x,
- pbad_c->base.y,
- 25 * score_multiplier);
+ pbad_c->kill_me();
}
}
- score_multiplier++;
+ player_status.score_multiplier++;
}
break;
default:
void
Player::kill(int mode)
{
- base.ym = -5;
-
play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
- if (dir == RIGHT)
- base.xm = -8;
- else if (dir == LEFT)
- base.xm = 8;
+ physic.set_velocity(0, physic.get_velocity_y());
if (mode == SHRINK && size == BIG)
{
size = SMALL;
base.height = 32;
+ duck = false;
- timer_start(&safe_timer,TUX_SAFE_TIME);
+ safe_timer.start(TUX_SAFE_TIME);
}
else
{
+ physic.enable_gravity(true);
+ physic.set_acceleration(0, 0);
+ physic.set_velocity(0, 7);
dying = DYING_SQUISHED;
}
}
void
Player::is_dying()
{
- base.ym = base.ym + gravity;
-
- /* He died :^( */
-
- --lives;
remove_powerups();
dying = DYING_NOT;
-
- level_begin();
+}
+bool Player::is_dead()
+{
+ if(base.y > screen->h)
+ return true;
+ else
+ return false;
}
/* Remove Tux's power ups */
void
Player::keep_in_bounds()
{
- /* 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;
+ Level* plevel = World::current()->get_level();
+ /* Keep tux in bounds: */
+ 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> screen->w / 2 + scroll_x && scroll_x < ((current_level.width * 32) - screen->w))
- {
- /* Scroll the screen in past center: */
-
- scroll_x = base.x- screen->w / 2;
- /*base.x= 320 + scroll_x;*/
-
- if (scroll_x > ((current_level.width * 32) - screen->w))
- scroll_x = ((current_level.width * 32) - screen->w);
- }
- 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 //
+