#ifndef SUPERTUX_PLAYER_H
#define SUPERTUX_PLAYER_H
-#include <SDL.h>
+#include "SDL.h"
+
#include "bitmask.h"
-#include "type.h"
-#include "timer.h"
-#include "texture.h"
+#include "special/timer.h"
+#include "special/base.h"
+#include "video/surface.h"
#include "collision.h"
-#include "sound.h"
-#include "moving_object.h"
-#include "drawable.h"
-#include "physic.h"
+#include "special/moving_object.h"
+#include "math/physic.h"
+#include "defines.h"
+
+using namespace SuperTux;
+
+class BadGuy;
/* Times: */
#define SCORE_BRICK 5
#define SCORE_DISTRO 25
+/* Sizes: */
+
+#define SMALL 0
+#define BIG 1
+
#include <vector>
struct PlayerKeymap
{
public:
int jump;
+ int activate;
int duck;
int left;
int right;
int down;
int fire;
int old_fire;
+ int activate;
};
void player_input_init(player_input_type* pplayer_input);
+namespace SuperTux {
class Sprite;
+}
+class Camera;
extern Surface* tux_life;
extern Sprite* smalltux_gameover;
extern Sprite* smalltux_star;
-extern Sprite* largetux_star;
+extern Sprite* bigtux_star;
+
+#define GROWING_TIME 1000
+#define GROWING_FRAMES 7
+extern Surface* growingtux_left[GROWING_FRAMES];
+extern Surface* growingtux_right[GROWING_FRAMES];
-struct PlayerSprite
+class TuxBodyParts
{
- Sprite* stand_left;
- Sprite* stand_right;
- Sprite* walk_right;
- Sprite* walk_left;
- Sprite* jump_right;
- Sprite* jump_left;
- Sprite* kick_left;
- Sprite* kick_right;
- Sprite* skid_right;
- Sprite* skid_left;
- Sprite* grab_left;
- Sprite* grab_right;
- Sprite* duck_right;
- Sprite* duck_left;
+public:
+ TuxBodyParts() { };
+ ~TuxBodyParts() { };
+
+ void set_action(std::string action);
+ void start_animation(int loops, std::string next_action = "");
+ void draw(DrawingContext& context, const Vector& pos, int layer,
+ Uint32 drawing_effect = NONE_EFFECT);
+
+ Sprite* head;
+ Sprite* body;
+ Sprite* arms;
+ Sprite* feet;
};
-extern PlayerSprite smalltux;
-extern PlayerSprite largetux;
-extern PlayerSprite firetux;
-extern PlayerSprite icetux;
+extern TuxBodyParts* small_tux;
+extern TuxBodyParts* big_tux;
+extern TuxBodyParts* fire_tux;
+extern TuxBodyParts* ice_tux;
-class Player : public MovingObject, public Drawable
+class Player : public MovingObject
{
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 safe_timer;
Timer frame_timer;
Timer kick_timer;
+ Timer shooting_timer; // used to show the arm when Tux is shooting
+ Timer dying_timer;
+ Timer growing_timer;
+ Timer idle_timer;
Physic physic;
-
+
public:
- Player(DisplayManager& display_manager);
+ Player();
virtual ~Player();
int key_event(SDLKey key, int state);
void grabdistros();
virtual void action(float elapsed_time);
- virtual void draw(ViewPort& viewport, int layer);
+ virtual void draw(DrawingContext& context);
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* camera);
bool on_ground();
bool under_solid();
- void grow();
+ bool tiles_on_air(int tiles);
+ void grow(bool animate);
+ void move(const Vector& vector);
+
+ /** let the player jump a bit or more if jump button is hold down
+ (used when you hit a badguy) */
+ void bounce(BadGuy* badguy);
+
+ bool is_dead() const
+ { return dead; }
private:
void init();