#include "bitmask.h"
#include "type.h"
#include "timer.h"
-#include "texture.h"
+#include "screen/texture.h"
#include "collision.h"
#include "sound.h"
#include "moving_object.h"
-#include "drawable.h"
#include "physic.h"
/* Times: */
void player_input_init(player_input_type* pplayer_input);
class Sprite;
+class Camera;
extern Surface* tux_life;
extern Sprite* smalltux_gameover;
extern Sprite* smalltux_star;
extern Sprite* largetux_star;
+extern Sprite* growingtux_left;
+extern Sprite* growingtux_right;
struct PlayerSprite
{
extern PlayerSprite firetux;
extern PlayerSprite icetux;
-class Player : public MovingObject, public Drawable
+class Player : public MovingObject
{
public:
enum HurtMode { KILL, SHRINK };
int size;
bool duck;
bool holding_something;
+ bool dead;
DyingType dying;
Direction dir;
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:
- 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(Camera& viewport, int layer);
+ virtual void draw(DrawingContext& context);
virtual void collision(const MovingObject& other_object,
int collision_type);
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(Camera& viewport, bool back_scrolling, bool hor_autoscroll);
+ void check_bounds(Camera* camera);
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();