X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fobject%2Fplayer.cpp;h=033f569b257867093b025bf6e686cde71e8789e8;hb=555d1b7bebb45326d82d934e07463209837309b0;hp=5128efa2d342cbc31da7ce19b7a0af1c82d7bdf0;hpb=c483080151dcb9de26e884406d3902330fe9fb9d;p=supertux.git diff --git a/src/object/player.cpp b/src/object/player.cpp index 5128efa2d..033f569b2 100644 --- a/src/object/player.cpp +++ b/src/object/player.cpp @@ -49,100 +49,106 @@ #include "falling_coin.hpp" #include "random_generator.hpp" #include "object/sprite_particle.hpp" +#include "trigger/climbable.hpp" + +//#define SWIMMING + +namespace { + static const int TILES_FOR_BUTTJUMP = 3; + static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f; + static const float SHOOTING_TIME = .150f; + + /** number of idle stages, including standing */ + static const unsigned int IDLE_STAGE_COUNT = 5; + /** + * how long to play each idle animation in milliseconds + * '0' means the sprite action is played once before moving onto the next + * animation + */ + static const int IDLE_TIME[] = { 5000, 0, 2500, 0, 2500 }; + /** idle stages */ + static const std::string IDLE_STAGES[] = + { "stand", + "idle", + "stand", + "idle", + "stand" }; + + /** acceleration in horizontal direction when walking + * (all accelerations are in pixel/s^2) */ + static const float WALK_ACCELERATION_X = 300; + /** acceleration in horizontal direction when running */ + static const float RUN_ACCELERATION_X = 400; + /** acceleration when skidding */ + static const float SKID_XM = 200; + /** time of skidding in seconds */ + static const float SKID_TIME = .3f; + /** maximum walk velocity (pixel/s) */ + static const float MAX_WALK_XM = 230; + /** maximum run velocity (pixel/s) */ + static const float MAX_RUN_XM = 320; + /** maximum horizontal climb velocity */ + static const float MAX_CLIMB_XM = 48; + /** maximum vertical climb velocity */ + static const float MAX_CLIMB_YM = 128; + /** instant velocity when tux starts to walk */ + static const float WALK_SPEED = 100; + + /** time of the kick (kicking mriceblock) animation */ + static const float KICK_TIME = .3f; + /** time of tux cheering (currently unused) */ + static const float CHEER_TIME = 1.0f; + + /** if Tux cannot unduck for this long, he will get hurt */ + static const float UNDUCK_HURT_TIME = 0.25f; + /** gravity is higher after the jump key is released before + the apex of the jump is reached */ + static const float JUMP_EARLY_APEX_FACTOR = 3.0; + + static const float JUMP_GRACE_TIME = 0.25f; /**< time before hitting the ground that the jump button may be pressed (and still trigger a jump) */ -static const int TILES_FOR_BUTTJUMP = 3; -static const float SHOOTING_TIME = .150; -/// time before idle animation starts -static const float IDLE_TIME = 2.5; - -static const float WALK_ACCELERATION_X = 300; -static const float RUN_ACCELERATION_X = 400; -static const float SKID_XM = 200; -static const float SKID_TIME = .3; -static const float MAX_WALK_XM = 230; -static const float MAX_RUN_XM = 320; -static const float WALK_SPEED = 100; - -static const float KICK_TIME = .3; -static const float CHEER_TIME = 1; - -static const float UNDUCK_HURT_TIME = 0.25; /**< if Tux cannot unduck for this long, he will get hurt */ - -// growing animation -Surface* growingtux_left[GROWING_FRAMES]; -Surface* growingtux_right[GROWING_FRAMES]; - -Surface* tux_life = 0; - -TuxBodyParts* small_tux = 0; -TuxBodyParts* big_tux = 0; -TuxBodyParts* fire_tux = 0; -TuxBodyParts* ice_tux = 0; - -namespace{ bool no_water = true; } -void -TuxBodyParts::set_action(std::string action, int loops) -{ - if(head != NULL) - head->set_action(action, loops); - if(body != NULL) - body->set_action(action, loops); - if(arms != NULL) - arms->set_action(action, loops); - if(feet != NULL) - feet->set_action(action, loops); -} - -void -TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer) -{ - if(head != NULL) - head->draw(context, pos, layer-1); - if(body != NULL) - body->draw(context, pos, layer-3); - if(arms != NULL) - arms->draw(context, pos, layer+10); - if(feet != NULL) - feet->draw(context, pos, layer-2); -} Player::Player(PlayerStatus* _player_status, const std::string& name) - : player_status(_player_status), grabbed_object(NULL), ghost_mode(false) + : scripting_controller(0), + player_status(_player_status), + scripting_controller_old(0), + grabbed_object(NULL), ghost_mode(false), edit_mode(false), idle_stage(0), + climbing(0) { this->name = name; controller = main_controller; - smalltux_gameover = sprite_manager->create("images/creatures/tux_small/smalltux-gameover.sprite"); - smalltux_star = sprite_manager->create("images/creatures/tux_small/smalltux-star.sprite"); - bigtux_star = sprite_manager->create("images/creatures/tux_big/bigtux-star.sprite"); + scripting_controller = new CodeController(); + sprite = sprite_manager->create("images/creatures/tux/tux.sprite"); + airarrow.reset(new Surface("images/engine/hud/airarrow.png")); + idle_timer.start(IDLE_TIME[0]/1000.0f); sound_manager->preload("sounds/bigjump.wav"); sound_manager->preload("sounds/jump.wav"); sound_manager->preload("sounds/hurt.wav"); sound_manager->preload("sounds/skid.wav"); sound_manager->preload("sounds/flip.wav"); - sound_manager->preload("sounds/invincible.wav"); + sound_manager->preload("sounds/invincible_start.ogg"); sound_manager->preload("sounds/splash.ogg"); - init(); } Player::~Player() { - delete smalltux_gameover; - delete smalltux_star; - delete bigtux_star; + if (climbing) stop_climbing(*climbing); + delete sprite; + delete scripting_controller; } void Player::init() { if(is_big()) - set_size(31.8, 62.8); + set_size(31.8f, 62.8f); else - set_size(31.8, 30.8); + set_size(31.8f, 30.8f); dir = RIGHT; old_dir = dir; @@ -150,21 +156,28 @@ Player::init() dead = false; dying = false; - peeking = AUTO; + peekingX = AUTO; + peekingY = AUTO; last_ground_y = 0; fall_mode = ON_GROUND; jumping = false; + jump_early_apex = false; can_jump = true; - butt_jump = false; + wants_buttjump = false; + does_buttjump = false; + growing = false; deactivated = false; backflipping = false; backflip_direction = 0; visible = true; swimming = false; + speedlimit = 0; //no special limit on_ground_flag = false; grabbed_object = NULL; + climbing = 0; + physic.reset(); } @@ -186,12 +199,47 @@ Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx) Scripting::unexpose_object(vm, table_idx, name); } +float +Player::get_speedlimit() +{ + return speedlimit; +} + +void +Player::set_speedlimit(float newlimit) +{ + speedlimit=newlimit; +} + void Player::set_controller(Controller* controller) { this->controller = controller; } +void +Player::use_scripting_controller(bool use_or_release) +{ + if ((use_or_release == true) && (controller != scripting_controller)) { + scripting_controller_old = get_controller(); + set_controller(scripting_controller); + } + if ((use_or_release == false) && (controller == scripting_controller)) { + set_controller(scripting_controller_old); + scripting_controller_old = 0; + } +} + +void +Player::do_scripting_controller(std::string control, bool pressed) +{ + for(int i = 0; Controller::controlNames[i] != 0; ++i) { + if(control == std::string(Controller::controlNames[i])) { + scripting_controller->press(Controller::Control(i), pressed); + } + } +} + bool Player::adjust_height(float new_height) { @@ -202,7 +250,7 @@ Player::adjust_height(float new_height) if(new_height > bbox.get_height()) { Rect additional_space = bbox2; additional_space.set_height(new_height - bbox.get_height()); - if(!Sector::current()->is_free_of_movingstatics(additional_space, this)) + if(!Sector::current()->is_free_of_statics(additional_space, this, true)) return false; } @@ -214,6 +262,13 @@ Player::adjust_height(float new_height) } void +Player::trigger_sequence(std::string sequence_name) +{ + if (climbing) stop_climbing(*climbing); + GameSession::current()->start_sequence(sequence_name); +} + +void Player::update(float elapsed_time) { if( no_water ){ @@ -233,14 +288,12 @@ Player::update(float elapsed_time) if (deactivated) apply_friction(); - try_grab = false; - // extend/shrink tux collision rectangle so that we fall through/walk over 1 // tile holes if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) { set_width(34); } else { - set_width(31.8); + set_width(31.8f); } // on downward slopes, adjust vertical velocity so tux walks smoothly down @@ -310,18 +363,22 @@ Player::update(float elapsed_time) Vector paccel = Vector(0, 0); // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end if (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) { - // make every other a longer sparkle to make trail a bit fuzzy - if (size_t(game_time*20)%2) { - Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5)); - } else { - Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5)); - } + // make every other a longer sparkle to make trail a bit fuzzy + if (size_t(game_time*20)%2) { + Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5)); + } else { + Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5)); + } } else { Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5)); } } } + if (growing) { + if (sprite->animation_done()) growing = false; + } + } bool @@ -347,7 +404,7 @@ Player::apply_friction() physic.set_acceleration_x(0); } else if(physic.get_velocity_x() < 0) { physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5); - } else { + } else if(physic.get_velocity_x() > 0) { physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5); } } @@ -374,8 +431,9 @@ Player::handle_horizontal_input() } } - // only run if action key is pressed and we're not holding anything - if (!(controller->hold(Controller::ACTION) && (!grabbed_object))) { + // do not run if action key is pressed or we're holding something + // so tux can only walk while shooting + if ( controller->hold(Controller::ACTION) || grabbed_object ) { ax = dirsign * WALK_ACCELERATION_X; // limit speed if(vx >= MAX_WALK_XM && dirsign > 0) { @@ -386,7 +444,11 @@ Player::handle_horizontal_input() ax = 0; } } else { - ax = dirsign * RUN_ACCELERATION_X; + if( vx * dirsign < MAX_WALK_XM ) { + ax = dirsign * WALK_ACCELERATION_X; + } else { + ax = dirsign * RUN_ACCELERATION_X; + } // limit speed if(vx >= MAX_RUN_XM && dirsign > 0) { vx = MAX_RUN_XM; @@ -402,6 +464,12 @@ Player::handle_horizontal_input() vx = dirsign * WALK_SPEED; } + //Check speedlimit. + if( speedlimit > 0 && vx * dirsign >= speedlimit ) { + vx = dirsign * speedlimit; + ax = 0; + } + // changing directions? if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) { // let's skid! @@ -413,7 +481,7 @@ Player::handle_horizontal_input() new Particles( Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y), dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20, - Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8, + Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1)); ax *= 2.5; @@ -451,9 +519,12 @@ Player::do_duck() { return; if (!on_ground()) return; + if (does_buttjump) + return; - if (adjust_height(31.8)) { + if (adjust_height(31.8f)) { duck = true; + growing = false; unduck_hurt_timer.stop(); } else { // FIXME: what now? @@ -469,7 +540,7 @@ Player::do_standup() { if (backflipping) return; - if (adjust_height(63.8)) { + if (adjust_height(63.8f)) { duck = false; unduck_hurt_timer.stop(); } else { @@ -491,14 +562,11 @@ Player::do_backflip() { if (!on_ground()) return; - // TODO: we don't have an animation for firetux backflipping, so let's revert to bigtux - set_bonus(GROWUP_BONUS, true); - backflip_direction = (dir == LEFT)?(+1):(-1); backflipping = true; do_jump(-580); sound_manager->play("sounds/flip.wav"); - backflip_timer.start(0.15); + backflip_timer.start(0.15f); } void @@ -521,13 +589,33 @@ Player::do_jump(float yspeed) { } void +Player::early_jump_apex() { + if(jump_early_apex) { + return; + } + jump_early_apex = true; + physic.set_gravity(physic.get_gravity() * JUMP_EARLY_APEX_FACTOR); +}; + +void +Player::do_jump_apex() { + if(!jump_early_apex) { + return; + } + jump_early_apex = false; + physic.set_gravity(physic.get_gravity() / JUMP_EARLY_APEX_FACTOR); +} + +void Player::handle_vertical_input() { // Press jump key - if(controller->pressed(Controller::JUMP) && (can_jump)) { + if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME); + if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) { + jump_button_timer.stop(); if (duck) { // when running, only jump a little bit; else do a backflip - if (physic.get_velocity_x() != 0) do_jump(-300); else do_backflip(); + if ((physic.get_velocity_x() != 0) || (controller->hold(Controller::LEFT)) || (controller->hold(Controller::RIGHT))) do_jump(-300); else do_backflip(); } else { // jump a bit higher if we are running; else do a normal jump if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520); @@ -537,65 +625,89 @@ Player::handle_vertical_input() else if(!controller->hold(Controller::JUMP)) { if (!backflipping && jumping && physic.get_velocity_y() < 0) { jumping = false; - physic.set_velocity_y(0); + early_jump_apex(); } } + if(jump_early_apex && physic.get_velocity_y() >= 0) { + do_jump_apex(); + } + /* In case the player has pressed Down while in a certain range of air, enable butt jump action */ - if (controller->hold(Controller::DOWN) && !butt_jump && !duck && is_big() && jumping) { - butt_jump = true; + if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) { + wants_buttjump = true; + if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true; } /* When Down is not held anymore, disable butt jump */ - if(butt_jump && !controller->hold(Controller::DOWN)) - butt_jump = false; + if(!controller->hold(Controller::DOWN)) { + wants_buttjump = false; + does_buttjump = false; + } // swimming physic.set_acceleration_y(0); +#ifdef SWIMMING if (swimming) { if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP)) physic.set_acceleration_y(-2000); physic.set_velocity_y(physic.get_velocity_y() * 0.94); } +#endif } void Player::handle_input() { - Sector* sector = Sector::current(); - if (ghost_mode) { handle_input_ghost(); return; } + if (climbing) { + handle_input_climbing(); + return; + } /* Peeking */ if( controller->released( Controller::PEEK_LEFT ) ) { - peeking = AUTO; + peekingX = AUTO; } if( controller->released( Controller::PEEK_RIGHT ) ) { - peeking = AUTO; + peekingX = AUTO; + } + if( controller->released( Controller::PEEK_UP ) ) { + peekingY = AUTO; + } + if( controller->released( Controller::PEEK_DOWN ) ) { + peekingY = AUTO; } if( controller->pressed( Controller::PEEK_LEFT ) ) { - peeking = LEFT; + peekingX = LEFT; } if( controller->pressed( Controller::PEEK_RIGHT ) ) { - peeking = RIGHT; + peekingX = RIGHT; + } + if(!backflipping && !jumping && on_ground()) { + if( controller->pressed( Controller::PEEK_UP ) ) { + peekingY = UP; + } else if( controller->pressed( Controller::PEEK_DOWN ) ) { + peekingY = DOWN; + } } /* Handle horizontal movement: */ if (!backflipping) handle_horizontal_input(); /* Jump/jumping? */ - if (on_ground() && !controller->hold(Controller::JUMP)) + if (on_ground()) can_jump = true; /* Handle vertical movement: */ handle_vertical_input(); /* Shoot! */ - if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) { + if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) { if(Sector::current()->add_bullet( get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) : Vector(32, bbox.get_height()/2)), @@ -611,10 +723,39 @@ Player::handle_input() } /* grabbing */ + try_grab(); + + if(!controller->hold(Controller::ACTION) && grabbed_object) { + // move the grabbed object a bit away from tux + Vector pos = get_pos() + + Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1, + bbox.get_height()*0.66666 - 32); + Rect dest(pos, pos + Vector(32, 32)); + if(Sector::current()->is_free_of_movingstatics(dest)) { + MovingObject* moving_object = dynamic_cast (grabbed_object); + if(moving_object) { + moving_object->set_pos(pos); + } else { + log_debug << "Non MovingObject grabbed?!?" << std::endl; + } + if(controller->hold(Controller::UP)) { + grabbed_object->ungrab(*this, UP); + } else { + grabbed_object->ungrab(*this, dir); + } + grabbed_object = NULL; + } + } +} + +void +Player::try_grab() +{ if(controller->hold(Controller::ACTION) && !grabbed_object - && try_grab && !duck) { + && !duck) { + Sector* sector = Sector::current(); Vector pos; - if(grab_dir == LEFT) { + if(dir == LEFT) { pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16); } else { pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16); @@ -626,36 +767,24 @@ Player::handle_input() if(!portable->is_portable()) continue; + // make sure the Portable is a MovingObject MovingObject* moving_object = dynamic_cast (portable); - assert(portable); + assert(moving_object); if(moving_object == NULL) continue; + // make sure the Portable isn't currently non-solid + if(moving_object->get_group() == COLGROUP_DISABLED) continue; + + // check if we are within reach if(moving_object->get_bbox().contains(pos)) { + if (climbing) stop_climbing(*climbing); grabbed_object = portable; grabbed_object->grab(*this, get_pos(), dir); break; } } } - - if(!controller->hold(Controller::ACTION) && grabbed_object) { - // move the grabbed object a bit away from tux - Vector pos = get_pos() + - Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1, - bbox.get_height()*0.66666 - 32); - Rect dest(pos, pos + Vector(32, 32)); - if(Sector::current()->is_free_of_statics(dest)) { - MovingObject* moving_object = dynamic_cast (grabbed_object); - if(moving_object) { - moving_object->set_pos(pos); - } else { - log_debug << "Non MovingObjetc grabbed?!?" << std::endl; - } - grabbed_object->ungrab(*this, dir); - grabbed_object = NULL; - } - } } void @@ -690,6 +819,12 @@ Player::add_coins(int count) player_status->add_coins(count); } +int +Player::get_coins() +{ + return player_status->coins; +} + bool Player::add_bonus(const std::string& bonustype) { @@ -737,12 +872,19 @@ bool Player::set_bonus(BonusType type, bool animate) { if(player_status->bonus == NO_BONUS) { - if (!adjust_height(62.8)) { + if (!adjust_height(62.8f)) { printf("can't adjust\n"); return false; } - if(animate) - growing_timer.start(GROWING_TIME); + if(animate) { + growing = true; + sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1); + } + if (climbing) stop_climbing(*climbing); + } + + if (type == NO_BONUS) { + if (does_buttjump) does_buttjump = false; } if ((type == NO_BONUS) || (type == GROWUP_BONUS)) { @@ -753,6 +895,16 @@ Player::set_bonus(BonusType type, bool animate) Vector paccel = Vector(0, 1000); std::string action = (dir==LEFT)?"left":"right"; Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); + if (climbing) stop_climbing(*climbing); + } + if ((player_status->bonus == ICE_BONUS) && (animate)) { + // visually lose cap + Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y); + Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300); + Vector paccel = Vector(0, 1000); + std::string action = (dir==LEFT)?"left":"right"; + Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); + if (climbing) stop_climbing(*climbing); } player_status->max_fire_bullets = 0; player_status->max_ice_bullets = 0; @@ -792,129 +944,109 @@ Player::draw(DrawingContext& context) if(!visible) return; - TuxBodyParts* tux_body; + // if Tux is above camera, draw little "air arrow" to show where he is x-wise + if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) { + float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2; + float py = Sector::current()->camera->get_translation().y; + py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f); + context.draw_surface(airarrow.get(), Vector(px, py), LAYER_HUD - 1); + } + + std::string sa_prefix = ""; + std::string sa_postfix = ""; if (player_status->bonus == GROWUP_BONUS) - tux_body = big_tux; + sa_prefix = "big"; else if (player_status->bonus == FIRE_BONUS) - tux_body = fire_tux; + sa_prefix = "fire"; else if (player_status->bonus == ICE_BONUS) - tux_body = ice_tux; + sa_prefix = "ice"; else - tux_body = small_tux; + sa_prefix = "small"; - int layer = LAYER_OBJECTS + 1; + if(dir == LEFT) + sa_postfix = "-left"; + else + sa_postfix = "-right"; /* Set Tux sprite action */ - if (backflipping) - { - if(dir == LEFT) - tux_body->set_action("backflip-left"); - else // dir == RIGHT - tux_body->set_action("backflip-right"); - } - else if (duck && is_big()) - { - if(dir == LEFT) - tux_body->set_action("duck-left"); - else // dir == RIGHT - tux_body->set_action("duck-right"); - } - else if (skidding_timer.started() && !skidding_timer.check()) - { - if(dir == LEFT) - tux_body->set_action("skid-left"); - else // dir == RIGHT - tux_body->set_action("skid-right"); - } - else if (kick_timer.started() && !kick_timer.check()) - { - if(dir == LEFT) - tux_body->set_action("kick-left"); - else // dir == RIGHT - tux_body->set_action("kick-right"); - } - else if (butt_jump && is_big()) - { - if(dir == LEFT) - tux_body->set_action("buttjump-left"); - else // dir == RIGHT - tux_body->set_action("buttjump-right"); - } - else if (!on_ground()) - { - if(dir == LEFT) - tux_body->set_action("jump-left"); - else // dir == RIGHT - tux_body->set_action("jump-right"); - } - else - { - if (fabsf(physic.get_velocity_x()) < 1.0f) // standing - { - if(dir == LEFT) - tux_body->set_action("stand-left"); - else // dir == RIGHT - tux_body->set_action("stand-right"); - } - else // moving - { - if(dir == LEFT) - tux_body->set_action("walk-left"); - else // dir == RIGHT - tux_body->set_action("walk-right"); + if(dying) { + sprite->set_action("gameover"); + } + else if (growing) { + sprite->set_action_continued("grow"+sa_postfix); + // while growing, do not change action + // do_duck() will take care of cancelling growing manually + // update() will take care of cancelling when growing completed + } + else if (climbing) { + sprite->set_action(sa_prefix+"-skid"+sa_postfix); + } + else if (backflipping) { + sprite->set_action(sa_prefix+"-backflip"+sa_postfix); + } + else if (duck && is_big()) { + sprite->set_action(sa_prefix+"-duck"+sa_postfix); + } + else if (skidding_timer.started() && !skidding_timer.check()) { + sprite->set_action(sa_prefix+"-skid"+sa_postfix); + } + else if (kick_timer.started() && !kick_timer.check()) { + sprite->set_action(sa_prefix+"-kick"+sa_postfix); + } + else if ((wants_buttjump || does_buttjump) && is_big()) { + sprite->set_action(sa_prefix+"-buttjump"+sa_postfix); + } + else if (!on_ground()) { + sprite->set_action(sa_prefix+"-jump"+sa_postfix); + } + else { + if (fabsf(physic.get_velocity_x()) < 1.0f) { + // Determine which idle stage we're at + if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) { + idle_stage = 0; + idle_timer.start(IDLE_TIME[idle_stage]/1000.0f); + + sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix); } - } + else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) { + idle_stage++; + if (idle_stage >= IDLE_STAGE_COUNT) + idle_stage = 1; - if(idle_timer.check()) - { - if(is_big()) - { - if(dir == LEFT) - tux_body->head->set_action("idle-left", 1); - else // dir == RIGHT - tux_body->head->set_action("idle-right", 1); - } + idle_timer.start(IDLE_TIME[idle_stage]/1000.0f); + if (IDLE_TIME[idle_stage] == 0) + sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1); + else + sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix); + } + else { + sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix); + } } + else { + sprite->set_action(sa_prefix+"-walk"+sa_postfix); + } + } + +/* // Tux is holding something if ((grabbed_object != 0 && physic.get_velocity_y() == 0) || - (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) - { - if (duck) - { - if(dir == LEFT) - tux_body->arms->set_action("duck+grab-left"); - else // dir == RIGHT - tux_body->arms->set_action("duck+grab-right"); - } - else - { - if(dir == LEFT) - tux_body->arms->set_action("grab-left"); - else // dir == RIGHT - tux_body->arms->set_action("grab-right"); - } + (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) { + if (duck) { + } else { } + } +*/ /* Draw Tux */ - if(dying) { - smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1); - } - else if ((growing_timer.get_timeleft() > 0) && (!duck)) { - if (dir == RIGHT) { - context.draw_surface(growingtux_right[int((growing_timer.get_timegone() * - GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer); - } else { - context.draw_surface(growingtux_left[int((growing_timer.get_timegone() * - GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer); - } - } - else if (safe_timer.started() && size_t(game_time*40)%2) + if (safe_timer.started() && size_t(game_time*40)%2) ; // don't draw Tux - else - tux_body->draw(context, get_pos(), layer); + else { + sprite->draw(context, get_pos(), LAYER_OBJECTS + 1); + } } @@ -924,6 +1056,7 @@ Player::collision_tile(uint32_t tile_attributes) if(tile_attributes & Tile::HURTS) kill(false); +#ifdef SWIMMING if( swimming ){ if( tile_attributes & Tile::WATER ){ no_water = false; @@ -937,6 +1070,7 @@ Player::collision_tile(uint32_t tile_attributes) sound_manager->play( "sounds/splash.ogg" ); } } +#endif } void @@ -948,15 +1082,31 @@ Player::collision_solid(const CollisionHit& hit) on_ground_flag = true; floor_normal = hit.slope_normal; + + // Butt Jump landed + if (does_buttjump) { + does_buttjump = false; + physic.set_velocity_y(-300); + on_ground_flag = false; + Sector::current()->add_object(new Particles( + Vector(get_bbox().p2.x, get_bbox().p2.y), + 270+20, 270+40, + Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f, + LAYER_OBJECTS+1)); + Sector::current()->add_object(new Particles( + Vector(get_bbox().p1.x, get_bbox().p2.y), + 90-40, 90-20, + Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f, + LAYER_OBJECTS+1)); + } + } else if(hit.top) { if(physic.get_velocity_y() < 0) - physic.set_velocity_y(.2); + physic.set_velocity_y(.2f); } if(hit.left || hit.right) { physic.set_velocity_x(0); - try_grab = true; - grab_dir = hit.left ? LEFT : RIGHT; } // crushed? @@ -970,13 +1120,16 @@ Player::collision_solid(const CollisionHit& hit) } HitResponse -Player::collision(GameObject& other, const CollisionHit& ) +Player::collision(GameObject& other, const CollisionHit& hit) { Bullet* bullet = dynamic_cast (&other); if(bullet) { return FORCE_MOVE; } + if(hit.left || hit.right) { + try_grab(); //grab objects right now, in update it will be too late + } #ifdef DEBUG assert(dynamic_cast (&other) != NULL); #endif @@ -1005,7 +1158,7 @@ Player::collision(GameObject& other, const CollisionHit& ) void Player::make_invincible() { - sound_manager->play("sounds/invincible.wav"); + sound_manager->play("sounds/invincible_start.ogg"); invincible_timer.start(TUX_INVINCIBLE_TIME); Sector::current()->play_music(HERRING_MUSIC); } @@ -1020,8 +1173,12 @@ Player::kill(bool completely) if(!completely && (safe_timer.started() || invincible_timer.started())) return; + growing = false; + sound_manager->play("sounds/hurt.wav"); + if (climbing) stop_climbing(*climbing); + physic.set_velocity_x(0); if(!completely && is_big()) { @@ -1029,25 +1186,43 @@ Player::kill(bool completely) || player_status->bonus == ICE_BONUS) { safe_timer.start(TUX_SAFE_TIME); set_bonus(GROWUP_BONUS, true); - } else { - //growing_timer.start(GROWING_TIME); + } else if(player_status->bonus == GROWUP_BONUS) { safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */); - adjust_height(30.8); + adjust_height(30.8f); duck = false; + backflipping = false; set_bonus(NO_BONUS, true); + } else if(player_status->bonus == NO_BONUS) { + safe_timer.start(TUX_SAFE_TIME); + adjust_height(30.8f); + duck = false; } } else { - for (int i = 0; (i < 5) && (i < player_status->coins); i++) + + // do not die when in edit mode + if (edit_mode) { + set_ghost_mode(true); + return; + } + + if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty()) + { + for (int i = 0; i < 5; i++) + { + // the numbers: starting x, starting y, velocity y + Sector::current()->add_object(new FallingCoin(get_pos() + + Vector(systemRandom.rand(5), systemRandom.rand(-32,18)), + systemRandom.rand(-100,100))); + } + player_status->coins -= std::max(player_status->coins/10, 25); + } + else { - // the numbers: starting x, starting y, velocity y - Sector::current()->add_object(new FallingCoin(get_pos() + - Vector(systemRandom.rand(5), systemRandom.rand(-32,18)), - systemRandom.rand(-100,100))); + GameSession::current()->set_reset_point("", Vector()); } physic.enable_gravity(true); physic.set_acceleration(0, 0); physic.set_velocity(0, -700); - player_status->coins -= 25; set_bonus(NO_BONUS, true); dying = true; dying_timer.start(3.0); @@ -1067,11 +1242,12 @@ Player::move(const Vector& vector) // TODO: do we need the following? Seems irrelevant to moving the player if(is_big()) - set_size(31.8, 63.8); + set_size(31.8f, 63.8f); else - set_size(31.8, 31.8); + set_size(31.8f, 31.8f); duck = false; last_ground_y = vector.y; + if (climbing) stop_climbing(*climbing); physic.reset(); } @@ -1087,7 +1263,7 @@ Player::check_bounds(Camera* camera) } /* fallen out of the level? */ - if (get_pos().y > Sector::current()->get_height()) { + if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) { kill(true); return; } @@ -1123,6 +1299,12 @@ Player::add_velocity(const Vector& velocity, const Vector& end_speed) physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y)); } +Vector +Player::get_velocity() +{ + return physic.get_velocity(); +} + void Player::bounce(BadGuy& ) { @@ -1144,6 +1326,7 @@ Player::deactivate() physic.set_velocity_y(0); physic.set_acceleration_x(0); physic.set_acceleration_y(0); + if (climbing) stop_climbing(*climbing); } void @@ -1165,6 +1348,8 @@ Player::set_ghost_mode(bool enable) if (ghost_mode == enable) return; + if (climbing) stop_climbing(*climbing); + if (enable) { ghost_mode = true; set_group(COLGROUP_DISABLED); @@ -1177,3 +1362,86 @@ Player::set_ghost_mode(bool enable) log_debug << "You feel solid again." << std::endl; } } + + +void +Player::set_edit_mode(bool enable) +{ + edit_mode = enable; +} + +void +Player::start_climbing(Climbable& climbable) +{ + if (climbing == &climbable) return; + + climbing = &climbable; + physic.enable_gravity(false); + physic.set_velocity(0, 0); + physic.set_acceleration(0, 0); +} + +void +Player::stop_climbing(Climbable& /*climbable*/) +{ + if (!climbing) return; + + climbing = 0; + + if (grabbed_object) { + grabbed_object->ungrab(*this, dir); + grabbed_object = NULL; + } + + physic.enable_gravity(true); + physic.set_velocity(0, 0); + physic.set_acceleration(0, 0); + + if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) { + on_ground_flag = true; + // TODO: This won't help. Why? + do_jump(-300); + } +} + +void +Player::handle_input_climbing() +{ + if (!climbing) { + log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl; + return; + } + + float vx = 0; + float vy = 0; + if (controller->hold(Controller::LEFT)) { + dir = LEFT; + vx -= MAX_CLIMB_XM; + } + if (controller->hold(Controller::RIGHT)) { + dir = RIGHT; + vx += MAX_CLIMB_XM; + } + if (controller->hold(Controller::UP)) { + vy -= MAX_CLIMB_YM; + } + if (controller->hold(Controller::DOWN)) { + vy += MAX_CLIMB_YM; + } + if (controller->hold(Controller::JUMP)) { + if (can_jump) { + stop_climbing(*climbing); + return; + } + } else { + can_jump = true; + } + if (controller->hold(Controller::ACTION)) { + stop_climbing(*climbing); + return; + } + physic.set_velocity(vx, vy); + physic.set_acceleration(0, 0); +} + +