X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fobject%2Fplayer.cpp;h=b332caee9cc440ac279553a43ec5c54ddf9c7df0;hb=9ba388a672ff024010e38b09e576edf8730bb454;hp=004a838b25a1bee701b5328dfc17498504c0d53f;hpb=d02eab1f7ab3398c4e6c383d48fb7dee0a8a76f2;p=supertux.git diff --git a/src/object/player.cpp b/src/object/player.cpp index 004a838b2..b332caee9 100644 --- a/src/object/player.cpp +++ b/src/object/player.cpp @@ -49,24 +49,42 @@ #include "falling_coin.hpp" #include "random_generator.hpp" #include "object/sprite_particle.hpp" +#include "trigger/climbable.hpp" + +//#define DO_SWIMMING static const int TILES_FOR_BUTTJUMP = 3; -static const float SHOOTING_TIME = .150; +static const float SHOOTING_TIME = .150f; /// time before idle animation starts -static const float IDLE_TIME = 2.5; +static const float IDLE_TIME = 2.5f; +/** acceleration in horizontal direction when walking + * (all acceleratiosn 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; -static const float SKID_TIME = .3; +/** 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 velcoity (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; -static const float KICK_TIME = .3; -static const float CHEER_TIME = 1; +/** 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; -static const float UNDUCK_HURT_TIME = 0.25; /**< if Tux cannot unduck for this long, he will get hurt */ +/** if Tux cannot unduck for this long, he will get hurt */ +static const float UNDUCK_HURT_TIME = 0.25f; // growing animation Surface* growingtux_left[GROWING_FRAMES]; @@ -96,20 +114,20 @@ TuxBodyParts::set_action(std::string action, int loops) } void -TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer) +TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer, Portable* grabbed_object) { if(head != NULL) - head->draw(context, pos, layer-1); + head->draw(context, pos, layer-2); if(body != NULL) - body->draw(context, pos, layer-3); + body->draw(context, pos, layer-4); if(arms != NULL) - arms->draw(context, pos, layer+10); + arms->draw(context, pos, layer-1 + (grabbed_object?10:0)); if(feet != NULL) - feet->draw(context, pos, layer-2); + feet->draw(context, pos, layer-3); } Player::Player(PlayerStatus* _player_status, const std::string& name) - : player_status(_player_status), grabbed_object(NULL), ghost_mode(false) + : player_status(_player_status), grabbed_object(NULL), ghost_mode(false), climbing(0) { this->name = name; controller = main_controller; @@ -126,12 +144,12 @@ Player::Player(PlayerStatus* _player_status, const std::string& name) sound_manager->preload("sounds/invincible.wav"); sound_manager->preload("sounds/splash.ogg"); - init(); } Player::~Player() { + if (climbing) stop_climbing(*climbing); delete smalltux_gameover; delete smalltux_star; delete bigtux_star; @@ -141,9 +159,9 @@ 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; @@ -162,10 +180,13 @@ Player::init() backflip_direction = 0; visible = true; swimming = false; + speedlimit = 0; //no special limit on_ground_flag = false; grabbed_object = NULL; + climbing = 0; + physic.reset(); } @@ -187,6 +208,18 @@ 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) { @@ -203,7 +236,7 @@ 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_statics(additional_space, this)) + if(!Sector::current()->is_free_of_statics(additional_space, this, true)) return false; } @@ -215,6 +248,13 @@ 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 ){ @@ -239,7 +279,7 @@ Player::update(float elapsed_time) 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 @@ -346,7 +386,7 @@ 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); } } @@ -373,8 +413,9 @@ 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) { @@ -385,7 +426,11 @@ 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; @@ -401,6 +446,12 @@ 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! @@ -412,7 +463,7 @@ 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; @@ -451,7 +502,7 @@ Player::do_duck() { if (!on_ground()) return; - if (adjust_height(31.8)) { + if (adjust_height(31.8f)) { duck = true; unduck_hurt_timer.stop(); } else { @@ -468,7 +519,7 @@ Player::do_standup() { if (backflipping) return; - if (adjust_height(63.8)) { + if (adjust_height(63.8f)) { duck = false; unduck_hurt_timer.stop(); } else { @@ -497,7 +548,7 @@ Player::do_backflip() { backflipping = true; do_jump(-580); sound_manager->play("sounds/flip.wav"); - backflip_timer.start(0.15); + backflip_timer.start(0.15f); } void @@ -552,11 +603,13 @@ Player::handle_vertical_input() // 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 @@ -566,6 +619,10 @@ Player::handle_input() handle_input_ghost(); return; } + if (climbing) { + handle_input_climbing(); + return; + } /* Peeking */ if( controller->released( Controller::PEEK_LEFT ) ) { @@ -574,12 +631,24 @@ Player::handle_input() if( controller->released( Controller::PEEK_RIGHT ) ) { peeking = AUTO; } + if( controller->released( Controller::UP ) ) { + peeking = AUTO; + } + if( controller->released( Controller::DOWN ) ) { + peeking = AUTO; + } if( controller->pressed( Controller::PEEK_LEFT ) ) { peeking = LEFT; } if( controller->pressed( Controller::PEEK_RIGHT ) ) { peeking = RIGHT; } + if( controller->pressed( Controller::UP ) ) { + peeking = UP; + } + if( controller->pressed( Controller::DOWN ) ) { + peeking = DOWN; + } /* Handle horizontal movement: */ if (!backflipping) handle_horizontal_input(); @@ -616,20 +685,24 @@ Player::handle_input() 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)) { + 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; + 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->ungrab(*this, dir); grabbed_object = NULL; } } } -void +void Player::try_grab() { if(controller->hold(Controller::ACTION) && !grabbed_object @@ -648,12 +721,18 @@ Player::try_grab() 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; @@ -747,12 +826,13 @@ 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 (climbing) stop_climbing(*climbing); } if ((type == NO_BONUS) || (type == GROWUP_BONUS)) { @@ -763,6 +843,7 @@ 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 @@ -771,6 +852,7 @@ 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/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; @@ -832,7 +914,11 @@ Player::draw(DrawingContext& context) int layer = LAYER_OBJECTS + 1; /* Set Tux sprite action */ - if (backflipping) + if (climbing) + { + tux_body->set_action("skid-left"); + } + else if (backflipping) { if(dir == LEFT) tux_body->set_action("backflip-left"); @@ -940,7 +1026,7 @@ Player::draw(DrawingContext& context) else if (safe_timer.started() && size_t(game_time*40)%2) ; // don't draw Tux else - tux_body->draw(context, get_pos(), layer); + tux_body->draw(context, get_pos(), layer, grabbed_object); } @@ -950,6 +1036,7 @@ 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; @@ -963,6 +1050,7 @@ Player::collision_tile(uint32_t tile_attributes) sound_manager->play( "sounds/splash.ogg" ); } } +#endif } void @@ -976,7 +1064,7 @@ Player::collision_solid(const CollisionHit& hit) floor_normal = hit.slope_normal; } 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) { @@ -1048,33 +1136,46 @@ Player::kill(bool completely) return; sound_manager->play("sounds/hurt.wav"); + if (climbing) stop_climbing(*climbing); 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); + adjust_height(30.8f); 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(30.8f); + duck = false; } } else { - for (int i = 0; (i < 5) && (i < player_status->coins); i++) + 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); @@ -1094,11 +1195,12 @@ 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(); } @@ -1171,6 +1273,7 @@ Player::deactivate() physic.set_velocity_y(0); physic.set_acceleration_x(0); physic.set_acceleration_y(0); + if (climbing) stop_climbing(*climbing); } void @@ -1192,6 +1295,8 @@ 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); @@ -1204,3 +1309,80 @@ Player::set_ghost_mode(bool enable) log_debug << "You feel solid again." << std::endl; } } + + +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); +} + +