extern Sprite* smalltux_gameover;
extern Sprite* smalltux_star;
extern Sprite* largetux_star;
+extern Sprite* growingtux_left;
+extern Sprite* growingtux_right;
struct PlayerSprite
{
public:
enum HurtMode { KILL, SHRINK };
enum Power { NONE_POWER, FIRE_POWER, ICE_POWER };
+ enum FallMode { ON_GROUND, JUMPING, TRAMPOLINE_JUMP, FALLING };
player_input_type input;
int got_power;
int size;
bool duck;
bool holding_something;
+ bool dead;
DyingType dying;
Direction dir;
Direction old_dir;
+ float last_ground_y;
+ FallMode fall_mode;
+
bool jumping;
bool can_jump;
bool butt_jump;
Timer frame_timer;
Timer kick_timer;
Timer shooting_timer; // used to show the arm when Tux is shooting
+ Timer dying_timer;
+ Timer growing_timer;
Physic physic;
public:
void grabdistros();
virtual void action(float elapsed_time);
- virtual void draw(ViewPort& viewport, int layer);
+ virtual void draw(Camera& viewport, int layer);
virtual void collision(const MovingObject& other_object,
int collision_type);
- virtual std::string type() const
- { return "Player"; }
void collision(void* p_c_object, int c_object);
void kill(HurtMode mode);
- void is_dying();
- bool is_dead();
void player_remove_powerups();
- void check_bounds(ViewPort& viewport, bool back_scrolling, bool hor_autoscroll);
+ void check_bounds(Camera& viewport);
bool on_ground();
bool under_solid();
bool tiles_on_air(int tiles);
- void grow();
+ void grow(bool animate);
+ void move(const Vector& vector);
+ bool is_dead() const
+ { return dead; }
private:
void init();