// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#include <config.h>
-#include <math.h>
+#include <typeinfo>
+#include <cmath>
+#include <iostream>
+#include <cassert>
-#include "gameloop.h"
-#include "globals.h"
+#include "app/globals.h"
+#include "app/gettext.h"
#include "player.h"
#include "defines.h"
#include "scene.h"
#include "tile.h"
-#include "sprite.h"
-#include "screen.h"
-
-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;
-Sprite* smalltux_gameover;
-Sprite* smalltux_skid_left;
-Sprite* smalltux_skid_right;
-
-Sprite* bigtux_right;
-Sprite* bigtux_left;
-Sprite* bigtux_right_jump;
-Sprite* bigtux_left_jump;
-Sprite* ducktux_right;
-Sprite* 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];
+#include "special/sprite.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "camera.h"
+#include "gameobjs.h"
+#include "resources.h"
+#include "video/screen.h"
+#include "statistics.h"
+#include "gameloop.h"
+#include "trigger/trigger_base.h"
+
+// behavior definitions:
+#define TILES_FOR_BUTTJUMP 3
+// animation times (in ms):
+#define SHOOTING_TIME .150
+
+// time before idle animation starts
+#define IDLE_TIME 2.500
+
+// growing animation
+Surface* growingtux_left[GROWING_FRAMES];
+Surface* growingtux_right[GROWING_FRAMES];
+
+Surface* tux_life = 0;
+
+Sprite* smalltux_gameover = 0;
+Sprite* smalltux_star = 0;
+Sprite* bigtux_star = 0;
+
+TuxBodyParts* small_tux = 0;
+TuxBodyParts* big_tux = 0;
+TuxBodyParts* fire_tux = 0;
+TuxBodyParts* ice_tux = 0;
PlayerKeymap keymap;
PlayerKeymap::PlayerKeymap()
{
- keymap.jump = 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->old_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->jump = UP;
+ pplayer_input->old_jump = UP;
+ pplayer_input->activate = UP;
+}
+
+void
+TuxBodyParts::set_action(std::string 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()
+{
+ 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)
+{
+ 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()
+{
+ init();
+}
+
+Player::~Player()
+{
}
void
Player::init()
{
- Level* plevel = World::current()->get_level();
+ holding_something = false;
- base.width = 32;
- base.height = 32;
+ bbox.set_size(32, 32);
size = SMALL;
- got_coffee = false;
+ got_power = NONE_POWER;
- base.x = plevel->start_pos_x;
- base.y = plevel->start_pos_y;
- base.xm = 0;
- base.ym = 0;
- previous_base = old_base = base;
dir = RIGHT;
+ old_dir = dir;
duck = false;
+ dead = false;
dying = DYING_NOT;
+ last_ground_y = 0;
+ fall_mode = ON_GROUND;
jumping = false;
-
- frame_main = 0;
- frame_ = 0;
+ flapping = false;
+ can_jump = true;
+ can_flap = false;
+ falling_from_flap = false;
+ enable_hover = false;
+ butt_jump = false;
- player_input_init(&input);
+ flapping_velocity = 0;
+
+ // temporary to help player's choosing a flapping
+ flapping_mode = MAREK_FLAP;
- invincible_timer.init(true);
- skidding_timer.init(true);
- safe_timer.init(true);
- frame_timer.init(true);
+ // Ricardo's flapping
+ flaps_nb = 0;
+
+ on_ground_flag = false;
+
+ player_input_init(&input);
physic.reset();
}
int
Player::key_event(SDLKey key, int state)
{
+ idle_timer.start(IDLE_TIME, true);
+
if(key == keymap.right)
{
input.right = state;
input.left = state;
return true;
}
- else if(key == keymap.jump)
+ else if(key == keymap.up)
{
+ if(state == UP)
+ input.old_up = UP;
input.up = state;
+ /* Up key also opens activates stuff */
+ input.activate = state;
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.jump)
+ {
+ if (state == UP)
+ input.old_jump = UP;
+ input.jump = state;
return true;
}
else
void
Player::level_begin()
{
- base.x = 100;
- base.y = 170;
- base.xm = 0;
- base.ym = 0;
- previous_base = old_base = base;
+ move(Vector(100, 170));
duck = false;
dying = DYING_NOT;
player_input_init(&input);
- invincible_timer.init(true);
- skidding_timer.init(true);
- safe_timer.init(true);
- frame_timer.init(true);
+ on_ground_flag = false;
physic.reset();
}
+PlayerStatus&
+Player::get_status()
+{
+ return player_status;
+}
+
void
-Player::action(double frame_ratio)
+Player::action(float elapsed_time)
{
- bool jumped_in_solid = false;
+ if(dying && dying_timer.check()) {
+ dead = true;
+ return;
+ }
- /* --- HANDLE TUX! --- */
+ if (input.fire == UP)
+ holding_something = false;
if(dying == DYING_NOT)
handle_input();
- /* Move tux: */
- previous_base = base;
-
- physic.apply(frame_ratio, base.x, base.y);
- if(dying == DYING_NOT)
- {
- base_type target = base;
-
- collision_swept_object_map(&old_base, &base);
-
- // Don't accelerate Tux if he is running against a wall
- if (target.x != base.x)
- {
- physic.set_velocity_x(0);
- }
+ movement = physic.get_movement(elapsed_time);
+#if 0
// 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())
+ && collision_object_map(base))
{
- physic.enable_gravity(true);
- if(under_solid())
- {
- // fall down
- physic.set_velocity_y(0);
- jumped_in_solid = true;
- }
+ base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
+ previous_base = old_base = base;
}
- else
- {
- /* Land: */
- if (physic.get_velocity_y() < 0)
- {
- base.y = (int)(((int)base.y / 32) * 32);
- physic.set_velocity_y(0);
- }
-
- physic.enable_gravity(false);
- /* Reset score multiplier (for multi-hits): */
- player_status.score_multiplier = 1;
- }
-
- if(jumped_in_solid)
- {
- if (isbrick(base.x, base.y) ||
- isfullbox(base.x, base.y))
- {
- World::current()->trygrabdistro(base.x, base.y - 32,BOUNCE);
- World::current()->trybumpbadguy(base.x, base.y - 64);
-
- World::current()->trybreakbrick(base.x, base.y, size == SMALL);
-
- bumpbrick(base.x, base.y);
- World::current()->tryemptybox(base.x, base.y, RIGHT);
- }
- if (isbrick(base.x+ 31, base.y) ||
- isfullbox(base.x+ 31, base.y))
+ /* Reset score multiplier (for multi-hits): */
+ if (!invincible_timer.started())
{
- World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
- World::current()->trybumpbadguy(base.x+ 31, base.y - 64);
-
- if(size == BIG)
- World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL);
-
- bumpbrick(base.x+ 31, base.y);
- World::current()->tryemptybox(base.x+ 31, base.y, LEFT);
+ if(player_status.score_multiplier > player_status.max_score_multiplier)
+ {
+ player_status.max_score_multiplier = player_status.score_multiplier;
+
+ // show a message
+ char str[124];
+ sprintf(str, _("New max combo: %d"), player_status.max_score_multiplier-1);
+ Sector::current()->add_floating_text(base, str);
+ }
+ player_status.score_multiplier = 1;
}
}
- grabdistros();
-
- if (jumped_in_solid)
- {
- ++base.y;
- ++old_base.y;
- if(on_ground())
- {
- /* Make sure jumping is off. */
- jumping = false;
- }
- }
}
+#endif
- /* ---- DONE HANDLING TUX! --- */
-
- // check some timers
- skidding_timer.check();
- invincible_timer.check();
- safe_timer.check();
+ on_ground_flag = false;
}
bool
Player::on_ground()
{
- return ( issolid(base.x + base.width / 2, base.y + base.height) ||
- issolid(base.x + 1, base.y + base.height) ||
- issolid(base.x + base.width - 1, base.y + base.height) );
-}
-
-bool
-Player::under_solid()
-{
- return ( issolid(base.x + base.width / 2, base.y) ||
- issolid(base.x + 1, base.y) ||
- issolid(base.x + base.width - 1, base.y) );
+ return on_ground_flag;
}
void
float dirsign = 0;
if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
+ old_dir = dir;
dir = LEFT;
dirsign = -1;
} else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
+ old_dir = dir;
dir = RIGHT;
dirsign = 1;
}
}
// changing directions?
- if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
- if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
+ if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0)))
+ {
+ // let's skid!
+ if(fabs(vx)>SKID_XM && !skidding_timer.started())
+ {
skidding_timer.start(SKID_TIME);
- play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
+ SoundManager::get()->play_sound(IDToSound(SND_SKID));
+ // dust some partcles
+ Sector::current()->add_object(
+ new Particles(
+ Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0),
+ bbox.p2.y),
+ dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
+ Vector(280,-260), Vector(0,0.030), 3, Color(100,100,100), 3, .8,
+ LAYER_OBJECTS+1));
+
ax *= 2.5;
- } else {
+ }
+ else
+ {
ax *= 2;
- }
- }
+ }
+ }
// we get slower when not pressing any keys
if(dirsign == 0) {
}
}
+#if 0
// if we're on ice slow down acceleration or deceleration
if (isice(base.x, base.y + base.height))
{
// must stay above zero, though
if (ax != 0) ax *= 1 / fabs(vx);
}
+#endif
physic.set_velocity(vx, vy);
physic.set_acceleration(ax, ay);
void
Player::handle_vertical_input()
{
- if(input.up == DOWN)
- {
- if (on_ground())
- {
- // jump
- if (physic.get_velocity_x() > MAX_WALK_XM)
- physic.set_velocity_y(5.8);
- else
- physic.set_velocity_y(5.2);
-
- --base.y;
- jumping = true;
- if (size == SMALL)
- play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
- else
- play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
- }
+ // set fall mode...
+ if(on_ground()) {
+ fall_mode = ON_GROUND;
+ last_ground_y = get_pos().y;
+ } else {
+ if(get_pos().y > last_ground_y)
+ fall_mode = FALLING;
+ else if(fall_mode == ON_GROUND)
+ fall_mode = JUMPING;
+ }
+
+ if(on_ground()) { /* Make sure jumping is off. */
+ jumping = false;
+ flapping = false;
+ falling_from_flap = false;
+ if (flapping_timer.started()) {
+ flapping_timer.start(0);
}
- else if(input.up == UP && jumping)
+
+ physic.set_acceleration_y(0); //for flapping
+ }
+
+ // Press jump key
+ if(input.jump == DOWN && can_jump && on_ground())
{
- jumping = false;
- if(physic.get_velocity_y() > 0) {
- physic.set_velocity_y(0);
+ if(duck) { // only jump a little bit when in duck mode {
+ physic.set_velocity_y(300);
+ } else {
+ // jump higher if we are running
+ if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
+ physic.set_velocity_y(580);
+ else
+ physic.set_velocity_y(520);
}
+
+ //bbox.move(Vector(0, -1));
+ jumping = true;
+ flapping = false;
+ can_jump = false;
+ can_flap = false;
+ flaps_nb = 0; // Ricardo's flapping
+ 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.jump == UP)
+ {
+ 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);
+ }
}
-}
-void
-Player::handle_input()
-{
- /* Handle horizontal movement: */
- handle_horizontal_input();
+ // temporary to help player's choosing a flapping
+ if(flapping_mode == RICARDO_FLAP)
+ {
+ // Flapping, Ricardo's version
+ // similar to SM3 Fox
+ if(input.jump == DOWN && input.old_jump == UP && can_flap &&
+ flaps_nb < 3)
+ {
+ physic.set_velocity_y(350);
+ physic.set_velocity_x(physic.get_velocity_x() * 35);
+ flaps_nb++;
+ }
+ }
+ else if(flapping_mode == MAREK_FLAP)
+ {
+ // Flapping, Marek's version
+ if (input.jump == DOWN && can_flap)
+ {
+ if (!flapping_timer.started())
+ {
+ flapping_timer.start(TUX_FLAPPING_TIME);
+ flapping_velocity = physic.get_velocity_x();
+ }
+ if (flapping_timer.check())
+ {
+ can_flap = false;
+ falling_from_flap = true;
+ }
+ jumping = true;
+ flapping = true;
+ if (!flapping_timer.check()) {
+ float cv = flapping_velocity * sqrt(
+ TUX_FLAPPING_TIME - flapping_timer.get_timegone()
+ / TUX_FLAPPING_TIME);
+
+ //Handle change of direction while flapping
+ if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {
+ cv *= (-1);
+ }
+ physic.set_velocity_x(cv);
+ physic.set_velocity_y(
+ flapping_timer.get_timegone()/.850);
+ }
+ }
+ }
+ else if(flapping_mode == RYAN_FLAP)
+ {
+ // Flapping, Ryan's version
+ 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;
+ }
+ jumping = true;
+ flapping = true;
+ if (flapping && flapping_timer.get_timegone() <= TUX_FLAPPING_TIME
+ && physic.get_velocity_y() < 0)
+ {
+ float gravity = Sector::current()->gravity;
+ (void)gravity;
+ float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
+
+ // XXX: magic numbers. should be a percent of gravity
+ // gravity is (by default) -0.1f
+ physic.set_acceleration_y(12 + 1*xr);
+
+#if 0
+ // To slow down x-vel when flapping (not working)
+ if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM)
+ {
+ if (physic.get_velocity_x() < 0)
+ physic.set_acceleration_x(1.0f);
+ else if (physic.get_velocity_x() > 0)
+ physic.set_acceleration_x(-1.0f);
+ }
+#endif
+ }
+ }
+ 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(-100);
+ }
- /* Jump/jumping? */
+#if 0
+ /* 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)
+ if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
+ butt_jump = true;
+#endif
- if ( input.up == DOWN || (input.up == UP && jumping))
+ /* When Down is not held anymore, disable butt jump */
+ if(butt_jump && input.down == UP)
+ butt_jump = false;
+
+ // Do butt jump
+ if (butt_jump && on_ground() && size == BIG)
+ {
+ // Add a smoke cloud
+ if (duck)
+ Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
+ else
+ Sector::current()->add_smoke_cloud(
+ Vector(get_pos().x - 32, get_pos().y + 32));
+
+ butt_jump = false;
+
+#if 0
+ // Break bricks beneath Tux
+ if(Sector::current()->trybreakbrick(
+ Vector(base.x + 1, base.y + base.height), false)
+ || Sector::current()->trybreakbrick(
+ Vector(base.x + base.width - 1, base.y + base.height), false))
{
- handle_vertical_input();
+ physic.set_velocity_y(2);
+ butt_jump = true;
}
-
- /* Shoot! */
-
- if (input.fire == DOWN && input.old_fire == UP && got_coffee)
+#endif
+
+#if 0
+ // Kill nearby badguys
+ std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
+ for (std::vector<GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end();
+ i++)
{
- World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir);
+ BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+ if(badguy)
+ {
+ // 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) < 96 &&
+ fabsf(base.y - badguy->base.y) < 64)
+ badguy->kill_me(25);
+ }
+ }
}
+#endif
+ }
- /* tux animations: */
- if(!frame_timer.check())
+ /** jumping is only allowed if we're about to touch ground soon and if the
+ * button has been up in between the last jump
+ */
+ // FIXME
+#if 0
+ if ( (issolid(get_pos().x + bbox.get_width() / 2,
+ get_pos().y + bbox.get_height() + 64) ||
+ issolid(get_pos().x + 1, get_pos().y + bbox.get_height() + 64) ||
+ issolid(get_pos().x + bbox.get_width() - 1,
+ get_pos().y + bbox.get_height() + 64))
+ && jumping == false
+ && can_jump == false
+ && input.jump == DOWN
+ && input.old_jump == UP)
{
- frame_timer.start(25);
- if (input.right == UP && input.left == UP)
- {
- frame_main = 1;
- frame_ = 1;
- }
- else
- {
- if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
- (global_frame_counter % 4) == 0)
- frame_main = (frame_main + 1) % 4;
+ can_jump = true;
+ }
+#endif
- frame_ = frame_main;
+ input.old_jump = input.jump;
+}
- if (frame_ == 3)
- frame_ = 1;
- }
- }
+void
+Player::handle_input()
+{
+ /* Handle horizontal movement: */
+ handle_horizontal_input();
+
+ /* Jump/jumping? */
+ if (on_ground() && input.jump == UP)
+ can_jump = true;
+ handle_vertical_input();
+
+ /* Shoot! */
+ if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER) {
+ if(Sector::current()->add_bullet(
+ get_pos() + Vector(0, bbox.get_height()/2),
+ physic.get_velocity_x(), dir))
+ shooting_timer.start(SHOOTING_TIME);
+ input.old_fire = DOWN;
+ }
/* Duck! */
- if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0)
+ if (input.down == DOWN && size == BIG && !duck
+ && physic.get_velocity_y() == 0 && on_ground())
{
duck = true;
- base.height = 32;
- base.y += 32;
- // changing base size confuses collision otherwise
- old_base = previous_base = base;
+ bbox.move(Vector(0, 32));
+ bbox.set_height(32);
}
- else if(input.down == UP && size == BIG && duck && physic.get_velocity_y() == 0)
+ else if(input.down == UP && size == BIG && duck)
{
+ // try if we can really unduck
+ bbox.move(Vector(0, -32));
+ bbox.set_height(64);
duck = false;
- base.y -= 32;
- base.height = 64;
- old_base = previous_base = base;
+ // FIXME
+#if 0
+ // when unducking in air we need some space to do so
+ if(on_ground() || !collision_object_map(bbox)) {
+ duck = false;
+ } else {
+ // undo the ducking changes
+ bbox.move(Vector(0, 32));
+ bbox.set_height(32);
+ }
+#endif
}
}
void
+Player::grow(bool animate)
+{
+ if(size == BIG)
+ return;
+
+ size = BIG;
+ bbox.set_height(64);
+ bbox.move(Vector(0, -32));
+
+ if(animate)
+ growing_timer.start(GROWING_TIME);
+}
+
+void
Player::grabdistros()
{
- /* Grab distros: */
- if (!dying)
- {
- World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
- World::current()->trygrabdistro(base.x+ 31, base.y, 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);
+void
+Player::draw(DrawingContext& context)
+{
+ TuxBodyParts* tux_body;
+
+ if (size == SMALL)
+ tux_body = small_tux;
+ else if (got_power == FIRE_POWER)
+ tux_body = fire_tux;
+ else if (got_power == ICE_POWER)
+ tux_body = ice_tux;
+ else
+ tux_body = big_tux;
- if(size == BIG)
- {
- 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);
- }
+ int layer = LAYER_OBJECTS - 1;
+ /* Set Tux sprite action */
+ if (duck && size == BIG)
+ {
+ if(dir == LEFT)
+ tux_body->set_action("duck-left");
+ else // dir == RIGHT
+ tux_body->set_action("duck-right");
}
-
- /* Enough distros for a One-up? */
- if (player_status.distros >= DISTROS_LIFEUP)
+ else if (skidding_timer.started() && !skidding_timer.check())
{
- 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 == LEFT)
+ tux_body->set_action("skid-left");
+ else // dir == RIGHT
+ tux_body->set_action("skid-right");
}
-}
-
-void
-Player::draw()
-{
- if (!safe_timer.started() || (global_frame_counter % 2) == 0)
+ else if (kick_timer.started() && !kick_timer.check())
{
- if (size == SMALL)
- {
- if (invincible_timer.started())
- {
- /* Draw cape: */
+ if(dir == LEFT)
+ tux_body->set_action("kick-left");
+ else // dir == RIGHT
+ tux_body->set_action("kick-right");
+ }
+ else if (butt_jump && size == BIG)
+ {
+ 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 == 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 == LEFT)
+ tux_body->set_action("stand-left");
+ else // dir == RIGHT
+ tux_body->set_action("stand-right");
+ }
+ else // moving
+ {
+ if(dir == LEFT)
+ tux_body->set_action("walk-left");
+ else // dir == RIGHT
+ tux_body->set_action("walk-right");
+ }
+ }
- if (dir == RIGHT)
- cape_right[global_frame_counter % 2]->draw(base.x- scroll_x, base.y);
- else
- cape_left[global_frame_counter % 2]->draw(base.x- scroll_x, base.y);
- }
+ if(idle_timer.check())
+ {
+ if(size == BIG)
+ {
+ 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);
+ }
+ }
- if (!got_coffee)
- {
- if (!skidding_timer.started())
- {
- if (physic.get_velocity_y() != 0)
- {
- 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
- {
- 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)
- smalltux_skid_right->draw(base.x - scroll_x, base.y);
- else
- smalltux_skid_left->draw(base.x - scroll_x, base.y);
- }
- }
- else
- {
- /* Tux got coffee! */
-
- if (dir == RIGHT)
- {
- firetux_right[frame_]->draw( base.x- scroll_x, base.y);
- }
- else
- {
- firetux_left[frame_]->draw( base.x- scroll_x, base.y);
- }
- }
- }
- else // Large Tux
- {
- if (invincible_timer.started())
- {
- 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)
- bigcape_right[global_frame_counter % 2]->draw(capex, capey);
- else
- bigcape_left[global_frame_counter % 2]->draw(capex, capey);
- }
+ // Tux is holding something
+ if ((holding_something && physic.get_velocity_y() == 0) ||
+ (shooting_timer.get_timeleft() > 0 && !shooting_timer.check()))
+ {
+ 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
+ {
+ if(dir == LEFT)
+ tux_body->arms->set_action("grab-left");
+ else // dir == RIGHT
+ tux_body->arms->set_action("grab-right");
+ }
+ }
- if (!got_coffee)
- {
- if (!duck)
- {
- if (!skidding_timer.started())
- {
- if (physic.get_velocity_y() == 0)
- {
- if (dir == RIGHT)
- bigtux_right->draw(base.x - scroll_x, base.y);
- else
- bigtux_left->draw(base.x - scroll_x, base.y);
- }
- else
- {
- if (dir == RIGHT)
- bigtux_right_jump->draw(base.x - scroll_x, base.y);
- else
- bigtux_left_jump->draw(base.x - scroll_x, base.y);
- }
- }
- else
- {
- if (dir == RIGHT)
- skidtux_right->draw(base.x - scroll_x - 8, base.y);
- else
- skidtux_left->draw(base.x - scroll_x - 8, base.y);
- }
- }
- else
- {
- if (dir == RIGHT)
- ducktux_right->draw(base.x - scroll_x, base.y);
- else
- ducktux_left->draw(base.x - scroll_x, base.y);
- }
- }
- else
- {
- /* Tux has coffee! */
- if (!duck)
- {
- if (!skidding_timer.started())
- {
- if (!jumping || physic.get_velocity_y() > 0)
- {
- if (dir == RIGHT)
- bigfiretux_right[frame_]->draw(base.x- scroll_x - 8, base.y);
- else
- bigfiretux_left[frame_]->draw(base.x- scroll_x - 8, base.y);
- }
- else
- {
- if (dir == RIGHT)
- bigfiretux_right_jump->draw(base.x- scroll_x - 8, base.y);
- else
- bigfiretux_left_jump->draw(base.x- scroll_x - 8, base.y);
- }
- }
- else
- {
- if (dir == RIGHT)
- skidfiretux_right->draw(base.x- scroll_x - 8, base.y);
- else
- skidfiretux_left->draw(base.x- scroll_x - 8, base.y);
- }
- }
- else
- {
- if (dir == RIGHT)
- duckfiretux_right->draw( base.x- scroll_x - 8, base.y - 16);
- else
- duckfiretux_left->draw( base.x- scroll_x - 8, base.y - 16);
- }
- }
- }
+ /* Draw Tux */
+ if (dying == DYING_SQUISHED) {
+ smalltux_gameover->draw(context, get_pos(), LAYER_FOREGROUNDTILES+1);
+ } else if(growing_timer.get_timeleft() > 0) {
+ if(size == SMALL)
+ {
+ if (dir == RIGHT)
+ context.draw_surface(growingtux_right[GROWING_FRAMES-1 -
+ int((growing_timer.get_timegone() *
+ GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
+ else
+ context.draw_surface(growingtux_left[GROWING_FRAMES-1 -
+ int((growing_timer.get_timegone() *
+ GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
+ }
+ else
+ {
+ if (dir == RIGHT)
+ context.draw_surface(growingtux_right[
+ int((growing_timer.get_timegone() *
+ GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
+ else
+ context.draw_surface(growingtux_left[
+ int((growing_timer.get_timegone() *
+ GROWING_FRAMES) / GROWING_TIME)],
+ get_pos(), layer);
+ }
}
+ else if (safe_timer.started() && size_t(global_time*40)%2)
+ ; // don't draw Tux
+ else
+ tux_body->draw(context, get_pos(), layer);
+ // Draw blinking star overlay
+ if (invincible_timer.started() &&
+ (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING
+ || size_t(global_time*20)%2)
+ && !dying)
+ {
+ if (size == SMALL || duck)
+ smalltux_star->draw(context, get_pos(), LAYER_OBJECTS + 2);
+ else
+ bigtux_star->draw(context, get_pos(), LAYER_OBJECTS + 2);
+ }
+
if (debug_mode)
- fillrect(base.x - scroll_x, base.y, 32, 32, 75,75,75, 150);
+ context.draw_filled_rect(get_pos(),
+ Vector(bbox.get_width(), bbox.get_height()),
+ Color(75,75,75, 150), LAYER_OBJECTS+1);
}
-void
-Player::collision(void* p_c_object, int c_object)
+HitResponse
+Player::collision(GameObject& other, const CollisionHit& hit)
{
- BadGuy* pbad_c = NULL;
-
- switch (c_object)
- {
- case CO_BADGUY:
- pbad_c = (BadGuy*) p_c_object;
+ if(dying) {
+ return FORCE_MOVE;
+ }
- /* Hurt player if he touches a badguy */
- if (!pbad_c->dying && !dying &&
- !safe_timer.started() &&
- pbad_c->mode != BadGuy::HELD)
- {
- if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN)
- {
- pbad_c->mode = BadGuy::HELD;
- pbad_c->base.y-=8;
- }
- else if (pbad_c->mode == BadGuy::FLAT)
- {
- // Don't get hurt if we're kicking a flat badguy!
- }
- else if (pbad_c->mode == BadGuy::KICK)
- {
- /* 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);
- }
- }
- else
- {
- if (!invincible_timer.started())
- {
- kill(SHRINK);
- }
- else
- {
- pbad_c->kill_me();
- }
- }
- player_status.score_multiplier++;
- }
- break;
- default:
- break;
+ if(other.get_flags() & FLAG_SOLID) {
+ if(hit.normal.y < 0) { // landed on floor?
+ if (physic.get_velocity_y() < 0)
+ physic.set_velocity_y(0);
+ on_ground_flag = true;
+ } else if(hit.normal.y > 0) { // bumped against the roof
+ physic.set_velocity_y(0);
+ }
+
+ if(hit.normal.x != 0) { // hit on the side?
+ if(hit.normal.y > 0.6) // limits the slopes we can move up...
+ physic.set_velocity_x(0);
}
+ return CONTINUE;
+ }
+
+ TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
+ if(trigger) {
+ if(input.up == DOWN && input.old_up == UP)
+ trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
+ }
+
+ return FORCE_MOVE;
}
-/* Kill Player! */
+void
+Player::make_invincible()
+{
+ SoundManager::get()->play_sound(IDToSound(SND_HERRING));
+ invincible_timer.start(TUX_INVINCIBLE_TIME);
+ Sector::current()->play_music(HERRING_MUSIC);
+}
+/* Kill Player! */
void
-Player::kill(int mode)
+Player::kill(HurtMode mode)
{
- play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
+ if(dying)
+ return;
- physic.set_velocity(0, physic.get_velocity_y());
+ if(safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)
+ return;
+
+ SoundManager::get()->play_sound(IDToSound(SND_HURT));
+
+ physic.set_velocity_x(0);
if (mode == SHRINK && size == BIG)
{
- if (got_coffee)
- got_coffee = false;
-
- size = SMALL;
- base.height = 32;
- duck = false;
-
- safe_timer.start(TUX_SAFE_TIME);
+ if (got_power != NONE_POWER)
+ {
+ safe_timer.start(TUX_SAFE_TIME);
+ got_power = NONE_POWER;
+ }
+ else
+ {
+ growing_timer.start(GROWING_TIME);
+ safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
+ size = SMALL;
+ bbox.set_height(32);
+ duck = false;
+ }
}
else
{
physic.enable_gravity(true);
physic.set_acceleration(0, 0);
- physic.set_velocity(0, 7);
+ physic.set_velocity(0, 700);
+ --player_status.lives;
dying = DYING_SQUISHED;
+ dying_timer.start(3.0);
}
}
-void
-Player::is_dying()
-{
- remove_powerups();
- dying = DYING_NOT;
-}
-
-bool Player::is_dead()
-{
- if(base.y > screen->h)
- return true;
- else
- return false;
-}
-
/* Remove Tux's power ups */
void
Player::remove_powerups()
{
- got_coffee = false;
+ got_power = NONE_POWER;
size = SMALL;
- base.height = 32;
+ bbox.set_height(32);
}
void
-Player::keep_in_bounds()
+Player::move(const Vector& vector)
{
- Level* plevel = World::current()->get_level();
+ bbox.set_pos(vector);
+}
+void
+Player::check_bounds(Camera* camera)
+{
/* Keep tux in bounds: */
- if (base.x < 0)
+ if (get_pos().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 < scroll_x)
- {
- base.x = scroll_x;
+ bbox.set_pos(Vector(0, get_pos().y));
}
/* Keep in-bounds, vertically: */
- if (base.y > screen->h)
+ if (get_pos().y > Sector::current()->solids->get_height() * 32)
{
kill(KILL);
+ return;
}
- 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;
+ bool adjust = false;
+ // can happen if back scrolling is disabled
+ if(get_pos().x < camera->get_translation().x) {
+ bbox.set_pos(Vector(camera->get_translation().x, get_pos().y));
+ adjust = true;
+ }
+ if(get_pos().x >= camera->get_translation().x + screen->w - bbox.get_width())
+ {
+ bbox.set_pos(Vector(
+ camera->get_translation().x + screen->w - bbox.get_width(),
+ get_pos().y));
+ adjust = true;
+ }
- 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;
- }
+ if(adjust) {
+ // FIXME
+#if 0
+ // squished now?
+ if(collision_object_map(bbox)) {
+ kill(KILL);
+ return;
}
+#endif
+ }
}
-// EOF //
+void
+Player::bounce(BadGuy& )
+{
+ //Make sure we stopped flapping
+ flapping = false;
+ falling_from_flap = false;
+
+ if (input.jump)
+ physic.set_velocity_y(520);
+ else
+ physic.set_velocity_y(200);
+}