#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 "physic.h"
+#include "special/moving_object.h"
+#include "math/physic.h"
+#include "defines.h"
+
+using namespace SuperTux;
+
+class BadGuy;
/* Times: */
-#define TUX_SAFE_TIME 750
+#define TUX_SAFE_TIME 1250
#define TUX_INVINCIBLE_TIME 10000
#define TUX_INVINCIBLE_TIME_WARNING 2000
#define TIME_WARNING 20000 /* When to alert player they're low on time! */
#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_star;
extern Sprite* largetux_star;
-struct PlayerSprite
+#define GROWING_TIME 1000
+#define GROWING_FRAMES 7
+extern Surface* growingtux_left[GROWING_FRAMES];
+extern Surface* growingtux_right[GROWING_FRAMES];
+
+/*struct PlayerSprite
{
Sprite* stand_left;
Sprite* stand_right;
Sprite* grab_right;
Sprite* duck_right;
Sprite* duck_left;
-};
+};*/
+
+extern Sprite* small_tux;
+extern Sprite* big_tux;
+extern Sprite* fire_tux;
+extern Sprite* ice_tux;
-extern PlayerSprite smalltux;
-extern PlayerSprite largetux;
-extern PlayerSprite firetux;
+extern Sprite* tux_arm;
-class Player : public GameObject
+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;
- bool got_coffee;
+ 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;
int frame_;
int frame_main;
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;
Physic physic;
-
+
public:
- void init();
+ Player();
+ virtual ~Player();
+
int key_event(SDLKey key, int state);
void level_begin();
- void action(double frame_ratio);
void handle_input();
void grabdistros();
- void draw();
+
+ virtual void action(float elapsed_time);
+ 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();
+ void check_bounds(Camera* camera);
bool on_ground();
bool under_solid();
- void grow();
-
- std::string type() { return "Player";};
+ 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();
+
void handle_horizontal_input();
void handle_vertical_input();
void remove_powerups();