#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 "physic.h"
/* 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! */
extern Sprite* smalltux_gameover;
extern Sprite* smalltux_star;
extern Sprite* largetux_star;
+extern Sprite* growingtux_left;
+extern Sprite* growingtux_right;
struct PlayerSprite
{
extern PlayerSprite smalltux;
extern PlayerSprite largetux;
extern PlayerSprite firetux;
+extern PlayerSprite icetux;
-class Player
+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;
- base_type base;
- base_type old_base;
base_type previous_base;
Timer invincible_timer;
Timer skidding_timer;
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 keep_in_bounds();
+ void check_bounds(DrawingContext& context);
bool on_ground();
bool under_solid();
- void grow();
+ bool tiles_on_air(int tiles);
+ void grow(bool animate);
+ void move(const Vector& vector);
+ bool is_dead() const
+ { return dead; }
private:
+ void init();
+
void handle_horizontal_input();
void handle_vertical_input();
void remove_powerups();