X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fobject%2Fplayer.cpp;h=46588010d58f7e8db8b2248116f2e5474e643fc5;hb=f2d345c3ccec7743e39df2f59e546ad415257b81;hp=2d7e88c8cabe756b5204dc3b4323a0ff72149959;hpb=20c982be17c7be640faded89ccb48a3a2de34ccc;p=supertux.git diff --git a/src/object/player.cpp b/src/object/player.cpp index 2d7e88c8c..46588010d 100644 --- a/src/object/player.cpp +++ b/src/object/player.cpp @@ -108,14 +108,15 @@ TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer) feet->draw(context, pos, layer-2); } -Player::Player(PlayerStatus* _player_status, std::string name) : - MovingObject(name), player_status(_player_status), grabbed_object(NULL), - ghost_mode(false) +Player::Player(PlayerStatus* _player_status, const std::string& name) + : player_status(_player_status), grabbed_object(NULL), ghost_mode(false) { + 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"); + airarrow.reset(new Surface("images/engine/hud/airarrow.png")); sound_manager->preload("sounds/bigjump.wav"); sound_manager->preload("sounds/jump.wav"); @@ -171,14 +172,18 @@ Player::init() void Player::expose(HSQUIRRELVM vm, SQInteger table_idx) { - if (name.empty()) return; + if (name.empty()) + return; + Scripting::expose_object(vm, table_idx, dynamic_cast(this), name, false); } void Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx) { - if (name.empty()) return; + if (name.empty()) + return; + Scripting::unexpose_object(vm, table_idx, name); } @@ -198,7 +203,7 @@ 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_space(additional_space)) + if(!Sector::current()->is_free_of_statics(additional_space, this)) return false; } @@ -210,6 +215,12 @@ Player::adjust_height(float new_height) } void +Player::trigger_sequence(std::string sequence_name) +{ + GameSession::current()->start_sequence(sequence_name); +} + +void Player::update(float elapsed_time) { if( no_water ){ @@ -226,7 +237,8 @@ Player::update(float elapsed_time) handle_input(); // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves - if (deactivated) apply_friction(); + if (deactivated) + apply_friction(); // extend/shrink tux collision rectangle so that we fall through/walk over 1 // tile holes @@ -340,7 +352,7 @@ 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); } } @@ -520,7 +532,7 @@ Player::handle_vertical_input() if(controller->pressed(Controller::JUMP) && (can_jump)) { 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); @@ -543,11 +555,12 @@ Player::handle_vertical_input() /* When Down is not held anymore, disable butt jump */ if(butt_jump && !controller->hold(Controller::DOWN)) butt_jump = false; - - // swimming + + // swimming physic.set_acceleration_y(0); if (swimming) { - if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP)) physic.set_acceleration_y(-2000); + if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP)) + physic.set_acceleration_y(-2000); physic.set_velocity_y(physic.get_velocity_y() * 0.94); } } @@ -560,24 +573,6 @@ Player::handle_input() return; } - 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_space(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; - } - } - /* Peeking */ if( controller->released( Controller::PEEK_LEFT ) ) { peeking = AUTO; @@ -603,7 +598,7 @@ Player::handle_input() 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)), @@ -612,8 +607,65 @@ Player::handle_input() } /* Duck or Standup! */ - if (controller->hold(Controller::DOWN)) do_duck(); else do_standup(); + if (controller->hold(Controller::DOWN)) { + do_duck(); + } else { + do_standup(); + } + /* 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 MovingObjetc grabbed?!?" << std::endl; + } + grabbed_object->ungrab(*this, dir); + grabbed_object = NULL; + } + } +} + +void +Player::try_grab() +{ + if(controller->hold(Controller::ACTION) && !grabbed_object + && !duck) { + Sector* sector = Sector::current(); + Vector pos; + if(dir == LEFT) { + pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16); + } else { + pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16); + } + + for(Sector::Portables::iterator i = sector->portables.begin(); + i != sector->portables.end(); ++i) { + Portable* portable = *i; + if(!portable->is_portable()) + continue; + + MovingObject* moving_object = dynamic_cast (portable); + assert(portable); + if(moving_object == NULL) + continue; + + if(moving_object->get_bbox().contains(pos)) { + grabbed_object = portable; + grabbed_object->grab(*this, get_pos(), dir); + break; + } + } + } } void @@ -648,6 +700,12 @@ 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) { @@ -712,6 +770,14 @@ Player::set_bonus(BonusType type, bool animate) 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 ((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)); + } player_status->max_fire_bullets = 0; player_status->max_ice_bullets = 0; } @@ -750,6 +816,14 @@ Player::draw(DrawingContext& context) if(!visible) return; + // 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); + } + TuxBodyParts* tux_body; if (player_status->bonus == GROWUP_BONUS) @@ -933,14 +1007,9 @@ Player::collision(GameObject& other, const CollisionHit& hit) return FORCE_MOVE; } - // if we hit something from the side that is portable, the ACTION button is pressed and we are not already holding anything: grab it - Portable* portable = dynamic_cast (&other); - if ((hit.left || hit.right) && (portable && portable->is_portable()) && controller->hold(Controller::ACTION) && (!grabbed_object)) { - grabbed_object = portable; - grabbed_object->grab(*this, get_pos(), dir); - return CONTINUE; + 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 @@ -988,17 +1057,22 @@ Player::kill(bool completely) physic.set_velocity_x(0); - if(!completely && is_big()) { + if(!completely && (is_big() || growing_timer.started())) { if(player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS) { safe_timer.start(TUX_SAFE_TIME); set_bonus(GROWUP_BONUS, true); - } else { + } else if(player_status->bonus == GROWUP_BONUS) { //growing_timer.start(GROWING_TIME); safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */); adjust_height(30.8); duck = false; set_bonus(NO_BONUS, true); + } else if(player_status->bonus == NO_BONUS) { + growing_timer.stop(); + safe_timer.start(TUX_SAFE_TIME); + adjust_height(30.8); + duck = false; } } else { for (int i = 0; (i < 5) && (i < player_status->coins); i++)