#include <SDL.h>
#include "bitmask.h"
#include "type.h"
+#include "timer.h"
+#include "texture.h"
#include "collision.h"
+#include "sound.h"
+#include "physic.h"
/* Times: */
-#define TUX_SAFE_TIME 16
+#define TUX_SAFE_TIME 750
#define TUX_INVINCIBLE_TIME 10000
#define TIME_WARNING 20000 /* When to alert player they're low on time! */
+/* One-ups... */
+
+#define DISTROS_LIFEUP 100
+
+/* Scores: */
+
+#define SCORE_BRICK 5
+#define SCORE_DISTRO 25
+
+typedef struct player_keymap_type
+{
+ int jump;
+ int duck;
+ int left;
+ int right;
+ int fire;
+}
+player_keymap_type;
+
typedef struct player_input_type
{
int right;
}
player_input_type;
+void player_input_init(player_input_type* pplayer_input);
+
typedef struct player_type
{
- player_input_type input;
- int got_coffee;
- int size;
- int skidding;
- int safe;
- int duck;
- int dying;
- int dir;
- int jumping;
- int frame_main;
- int frame;
- int lives;
- float x;
- float y;
- float xm;
- float ym;
- float width;
- float height;
- timer_type invincible_timer;
- timer_type jump_timer;
- unsigned int updated;
- itop_type it;
+ player_input_type input;
+ player_keymap_type keymap;
+ int score;
+ int distros;
+ bool got_coffee;
+ int size;
+ bool duck;
+ DyingType dying;
+ int dir;
+ bool jumping;
+ int frame_main;
+ int frame;
+ int lives;
+ base_type base;
+ base_type old_base;
+ base_type previous_base;
+ timer_type invincible_timer;
+ timer_type skidding_timer;
+ timer_type safe_timer;
+ timer_type frame_timer;
+ physic_type vphysic;
+ physic_type hphysic;
}
player_type;
-texture_type tux_life,
+extern texture_type tux_life,
tux_right[3], tux_left[3],
bigtux_right[3], bigtux_left[3],
bigtux_right_jump, bigtux_left_jump,
bigcape_right[2], bigcape_left[2];
void player_init(player_type* pplayer);
+int player_key_event(player_type* pplayer, SDLKey key, int state);
void player_level_begin(player_type* pplayer);
void player_action(player_type* pplayer);
void player_input(player_type* pplayer);
void player_dying(player_type *pplayer);
void player_remove_powerups(player_type *pplayer);
void player_keep_in_bounds(player_type *pplayer);
+bool player_on_ground(player_type *pplayer);
+bool player_under_solid(player_type *pplayer);
#endif /*SUPERTUX_PLAYER_H*/