// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
#ifndef SUPERTUX_PLAYER_H
#define SUPERTUX_PLAYER_H
#include "SDL.h"
-#include "bitmask.h"
-#include "special/timer.h"
-#include "special/base.h"
+#include "timer.h"
#include "video/surface.h"
#include "collision.h"
#include "special/moving_object.h"
+#include "special/sprite.h"
#include "math/physic.h"
#include "defines.h"
/* Times: */
-#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! */
-
-/* One-ups... */
-
-#define DISTROS_LIFEUP 100
+#define TUX_SAFE_TIME 1.250
+#define TUX_INVINCIBLE_TIME 10.0
+#define TUX_INVINCIBLE_TIME_WARNING 2.0
+#define TUX_FLAPPING_TIME 1 /* How long Tux can flap his wings to gain additional jump height */
+#define TIME_WARNING 20 /* When to alert player they're low on time! */
/* Scores: */
{
public:
int jump;
- int activate;
- int duck;
+ int up;
+ int down;
int left;
int right;
- int fire;
+ int power;
PlayerKeymap();
};
int fire;
int old_fire;
int activate;
+ int jump;
+ int old_jump;
};
void player_input_init(player_input_type* pplayer_input);
-namespace SuperTux {
-class Sprite;
-}
class Camera;
+class PlayerStatus;
extern Surface* tux_life;
extern Sprite* smalltux_star;
extern Sprite* bigtux_star;
-#define GROWING_TIME 1000
+#define GROWING_TIME 1.0
#define GROWING_FRAMES 7
extern Surface* growingtux_left[GROWING_FRAMES];
extern Surface* growingtux_right[GROWING_FRAMES];
class TuxBodyParts
{
public:
- TuxBodyParts() { };
- ~TuxBodyParts() { };
+ TuxBodyParts()
+ : head(0), body(0), arms(0), feet(0)
+ { }
+ ~TuxBodyParts() {
+ delete head;
+ delete body;
+ delete arms;
+ delete feet;
+ }
void set_action(std::string action);
void one_time_animation();
float last_ground_y;
FallMode fall_mode;
+ bool on_ground_flag;
bool jumping;
- bool double_jumping;
+ bool flapping;
bool can_jump;
- bool can_double_jump;
+ bool can_flap;
+ bool falling_from_flap;
+ bool enable_hover;
bool butt_jump;
- int frame_;
- int frame_main;
-
- 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;
- Timer idle_timer;
+
+ float flapping_velocity;
+
+ // Ricardo's flapping
+ int flaps_nb;
+
+ // temporary to help player's choosing a flapping
+ enum { MAREK_FLAP, RICARDO_FLAP, RYAN_FLAP, NONE_FLAP };
+ int flapping_mode;
+
+ Timer2 invincible_timer;
+ Timer2 skidding_timer;
+ Timer2 safe_timer;
+ Timer2 kick_timer;
+ Timer2 shooting_timer; // used to show the arm when Tux is shooting
+ Timer2 dying_timer;
+ Timer2 growing_timer;
+ Timer2 idle_timer;
+ Timer2 flapping_timer;
Physic physic;
public:
void handle_input();
void grabdistros();
+ PlayerStatus& get_status();
+
virtual void action(float elapsed_time);
virtual void draw(DrawingContext& context);
- virtual void collision(const MovingObject& other_object,
- int collision_type);
+ virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
- void collision(void* p_c_object, int c_object);
+ void make_invincible();
+ bool is_invincible() const
+ {
+ return invincible_timer.started();
+ }
void kill(HurtMode mode);
void player_remove_powerups();
void check_bounds(Camera* camera);
bool on_ground();
bool under_solid();
- bool tiles_on_air(int tiles);
- void grow(bool animate);
+ void grow(bool animate = false);
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);
+ void bounce(BadGuy& badguy);
bool is_dead() const
{ return dead; }