#include "SDL.h"
#include "bitmask.h"
-#include "type.h"
-#include "timer.h"
-#include "screen/texture.h"
+#include "special/timer.h"
+#include "special/base.h"
+#include "video/surface.h"
#include "collision.h"
-#include "sound.h"
-#include "moving_object.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 1250
#define TUX_INVINCIBLE_TIME 10000
#define TUX_INVINCIBLE_TIME_WARNING 2000
+#define TUX_FLAPPING_TIME 1000 /* How long Tux can flap his wings to gain additional jump height */
#define TIME_WARNING 20000 /* When to alert player they're low on time! */
/* One-ups... */
/* Scores: */
#define SCORE_BRICK 5
-#define SCORE_DISTRO 25
+#define SCORE_DISTRO 20
+
+/* Sizes: */
+
+#define SMALL 0
+#define BIG 1
#include <vector>
void player_input_init(player_input_type* pplayer_input);
+namespace SuperTux {
class Sprite;
+}
class Camera;
extern Surface* tux_life;
extern Sprite* smalltux_gameover;
extern Sprite* smalltux_star;
-extern Sprite* largetux_star;
+extern Sprite* bigtux_star;
#define GROWING_TIME 1000
#define GROWING_FRAMES 7
extern Surface* growingtux_left[GROWING_FRAMES];
extern Surface* growingtux_right[GROWING_FRAMES];
-struct PlayerSprite
+class TuxBodyParts
{
- Sprite* stand_left;
- Sprite* stand_right;
- Sprite* walk_right;
- Sprite* walk_left;
- Sprite* jump_right;
- Sprite* jump_left;
- Sprite* kick_left;
- Sprite* kick_right;
- Sprite* skid_right;
- Sprite* skid_left;
- Sprite* grab_left;
- Sprite* grab_right;
- Sprite* duck_right;
- Sprite* duck_left;
- Sprite* stomp;
+public:
+ TuxBodyParts() { };
+ ~TuxBodyParts() { };
+
+ void set_action(std::string action);
+ void one_time_animation();
+ void draw(DrawingContext& context, const Vector& pos, int layer,
+ Uint32 drawing_effect = NONE_EFFECT);
+
+ Sprite* head;
+ Sprite* body;
+ Sprite* arms;
+ Sprite* feet;
};
-extern PlayerSprite smalltux;
-extern PlayerSprite largetux;
-extern PlayerSprite firetux;
-extern PlayerSprite icetux;
+extern TuxBodyParts* small_tux;
+extern TuxBodyParts* big_tux;
+extern TuxBodyParts* fire_tux;
+extern TuxBodyParts* ice_tux;
class Player : public MovingObject
{
FallMode fall_mode;
bool jumping;
+ bool flapping;
bool can_jump;
+ bool can_flap;
+ bool falling_from_flap;
+ bool enable_hover;
bool butt_jump;
int frame_;
int frame_main;
Timer shooting_timer; // used to show the arm when Tux is shooting
Timer dying_timer;
Timer growing_timer;
- Timer stomp_timer;
+ Timer idle_timer;
+ Timer flapping_timer;
Physic physic;
- Vector stomp_pos;
-
public:
Player();
virtual ~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; }