X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fobject%2Fplayer.cpp;h=ebed28a85466489eb8526e41d91e9ce6a0c0bdd8;hb=f44e2310e449113e4618d153b765b6d81ef187ce;hp=59b7d5760c5971eeef8c3f50d2c43badbeda3533;hpb=0567180a51b0d9483dae9336c6e31a25a424050e;p=supertux.git diff --git a/src/object/player.cpp b/src/object/player.cpp index 59b7d5760..ebed28a85 100644 --- a/src/object/player.cpp +++ b/src/object/player.cpp @@ -48,6 +48,7 @@ #include "log.hpp" #include "falling_coin.hpp" #include "random_generator.hpp" +#include "object/sprite_particle.hpp" static const int TILES_FOR_BUTTJUMP = 3; static const float SHOOTING_TIME = .150; @@ -63,6 +64,9 @@ 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]; @@ -102,13 +106,19 @@ TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer) } Player::Player(PlayerStatus* _player_status) - : player_status(_player_status), grabbed_object(0) + : player_status(_player_status), grabbed_object(NULL), ghost_mode(false) { 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"); + 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"); + init(); } @@ -123,10 +133,9 @@ void Player::init() { if(is_big()) - bbox.set_size(31.8, 62.8); + set_size(31.8, 62.8); else - bbox.set_size(31.8, 30.8); - adjust_height = 0; + set_size(31.8, 30.8); dir = RIGHT; old_dir = dir; @@ -145,7 +154,7 @@ Player::init() visible = true; on_ground_flag = false; - grabbed_object = 0; + grabbed_object = NULL; floor_normal = Vector(0,-1); @@ -153,14 +162,14 @@ Player::init() } void -Player::expose(HSQUIRRELVM vm, int table_idx) +Player::expose(HSQUIRRELVM vm, SQInteger table_idx) { Scripting::Player* interface = static_cast (this); Scripting::expose_object(vm, table_idx, interface, "Tux", false); } void -Player::unexpose(HSQUIRRELVM vm, int table_idx) +Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx) { Scripting::unexpose_object(vm, table_idx, "Tux"); } @@ -171,6 +180,20 @@ Player::set_controller(Controller* controller) this->controller = controller; } +bool +Player::adjust_height(float new_height) +{ + Rect bbox2 = bbox; + bbox2.move(Vector(0, bbox.get_height() - new_height)); + bbox2.set_height(new_height); + if (!Sector::current()->is_free_space(bbox2)) return false; + // adjust bbox accordingly + // note that we use members of moving_object for this, so we can run this during CD, too + set_pos(bbox2.p1); + set_size(bbox2.get_width(), bbox2.get_height()); + return true; +} + void Player::update(float elapsed_time) { @@ -179,51 +202,113 @@ Player::update(float elapsed_time) return; } - if(adjust_height != 0) { - bbox.move(Vector(0, bbox.get_height() - adjust_height)); - bbox.set_height(adjust_height); - adjust_height = 0; + if(!dying && !deactivated) + handle_input(); + + // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves + if (deactivated) apply_friction(); + + // 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); } - 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; + // on downward slopes, adjust vertical velocity to match slope angle + if (on_ground()) { + if (floor_normal.y != 0) { + if ((floor_normal.x * physic.get_velocity_x()) > 0) { + // we overdo it a little, just to be on the safe side + physic.set_velocity_y(-physic.get_velocity_x() * (floor_normal.x / floor_normal.y) * 2); } - grabbed_object->ungrab(*this, dir); - grabbed_object = 0; } } - if(!dying && !deactivated) - handle_input(); + // handle backflipping + if (backflipping) { + //prevent player from changing direction when backflipping + dir = (backflip_direction == 1) ? LEFT : RIGHT; + if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction); + } - movement = physic.get_movement(elapsed_time); + // set fall mode... + if(on_ground()) { + fall_mode = ON_GROUND; + last_ground_y = get_pos().y; + } else { + if(get_pos().y > last_ground_y) + fall_mode = FALLING; + else if(fall_mode == ON_GROUND) + fall_mode = JUMPING; + } + // check if we landed + if(on_ground()) { + jumping = false; + if (backflipping && (!backflip_timer.started())) { + backflipping = false; + backflip_direction = 0; + + // if controls are currently deactivated, we take care of standing up ourselves + if (deactivated) do_standup(); + } + } + #if 0 - // special exception for cases where we're stuck under tiles after - // being ducked. In this case we drift out - if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y - && collision_object_map(base)) { - base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1); - previous_base = old_base = base; + // Do butt jump + if (butt_jump && on_ground() && is_big()) { + // Add a smoke cloud + if (duck) + Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y)); + else + Sector::current()->add_smoke_cloud( + Vector(get_pos().x - 32, get_pos().y + 32)); + + butt_jump = false; + + // Break bricks beneath Tux + if(Sector::current()->trybreakbrick( + Vector(base.x + 1, base.y + base.height), false) + || Sector::current()->trybreakbrick( + Vector(base.x + base.width - 1, base.y + base.height), false)) { + physic.set_velocity_y(-2); + butt_jump = true; + } + + // Kill nearby badguys + std::vector gameobjects = Sector::current()->gameobjects; + for (std::vector::iterator i = gameobjects.begin(); + i != gameobjects.end(); + i++) { + BadGuy* badguy = dynamic_cast (*i); + if(badguy) { + // don't kill when badguys are already dying or in a certain mode + if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING && + badguy->mode != BadGuy::BOMB_EXPLODE) { + if (fabsf(base.x - badguy->base.x) < 96 && + fabsf(base.y - badguy->base.y) < 64) + badguy->kill_me(25); + } + } + } } #endif - if(grabbed_object != 0) { + // calculate movement for this frame + movement = physic.get_movement(elapsed_time); + + if(grabbed_object != NULL && !dying) { Vector pos = get_pos() + - Vector(dir == LEFT ? -16 : 16, - bbox.get_height()*0.66666 - 32); + Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32); grabbed_object->grab(*this, pos, dir); } + + if(grabbed_object != NULL && dying){ + grabbed_object->ungrab(*this, dir); + grabbed_object = NULL; + } on_ground_flag = false; } @@ -244,6 +329,35 @@ Player::is_big() } void +Player::apply_friction() +{ + if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) { + physic.set_velocity_x(0); + physic.set_acceleration_x(0); + } else if(physic.get_velocity_x() < 0) { + physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5); + } else { + physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5); + } + +#if 0 + // if we're on ice slow down acceleration or deceleration + if (isice(base.x, base.y + base.height)) + { + /* the acceleration/deceleration rate on ice is inversely proportional to + * the current velocity. + */ + + // increasing 1 will increase acceleration/deceleration rate + // decreasing 1 will decrease acceleration/deceleration rate + // must stay above zero, though + if (ax != 0) ax *= 1 / fabs(vx); + } +#endif + +} + +void Player::handle_horizontal_input() { float vx = physic.get_velocity_x(); @@ -301,7 +415,7 @@ Player::handle_horizontal_input() // dust some particles Sector::current()->add_object( new Particles( - Vector(dir == RIGHT ? bbox.p2.x : bbox.p1.x, bbox.p2.y), + 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, LAYER_OBJECTS+1)); @@ -312,102 +426,111 @@ Player::handle_horizontal_input() } } + physic.set_velocity(vx, vy); + physic.set_acceleration(ax, ay); + // we get slower when not pressing any keys if(dirsign == 0) { - if(fabs(vx) < WALK_SPEED) { - vx = 0; - ax = 0; - } else if(vx < 0) { - ax = WALK_ACCELERATION_X * 1.5; - } else { - ax = WALK_ACCELERATION_X * -1.5; - } + apply_friction(); } -#if 0 - // if we're on ice slow down acceleration or deceleration - if (isice(base.x, base.y + base.height)) - { - /* the acceleration/deceleration rate on ice is inversely proportional to - * the current velocity. - */ +} - // increasing 1 will increase acceleration/deceleration rate - // decreasing 1 will decrease acceleration/deceleration rate - // must stay above zero, though - if (ax != 0) ax *= 1 / fabs(vx); - } -#endif +void +Player::do_cheer() +{ + do_duck(); + do_backflip(); + do_standup(); +} - // extend/shrink tux collision rectangle so that we fall through/walk over 1 - // tile holes - if(fabsf(vx) > MAX_WALK_XM) { - bbox.set_width(34); +void +Player::do_duck() { + if (duck) return; + if (!is_big()) return; + + if (physic.get_velocity_y() != 0) return; + if (!on_ground()) return; + + if (adjust_height(31.8)) { + duck = true; + unduck_hurt_timer.stop(); } else { - bbox.set_width(31.8); + // FIXME: what now? } +} - // on downward slopes, adjust vertical velocity to match slope angle - if (on_ground()) { - if (floor_normal.y != 0) { - if ((floor_normal.x * vx) > 0) { - // we overdo it a little, just to be on the safe side - vy = vx * (floor_normal.x / floor_normal.y) * 2; - } +void +Player::do_standup() { + if (!duck) return; + if (!is_big()) return; + if (backflipping) return; + + if (adjust_height(63.8)) { + duck = false; + unduck_hurt_timer.stop(); + } else { + // if timer is not already running, start it. + if (unduck_hurt_timer.get_period() == 0) { + unduck_hurt_timer.start(UNDUCK_HURT_TIME); + } + else if (unduck_hurt_timer.check()) { + kill(false); } } - physic.set_velocity(vx, vy); - physic.set_acceleration(ax, ay); } void -Player::handle_vertical_input() -{ - // set fall mode... - if(on_ground()) { - fall_mode = ON_GROUND; - last_ground_y = get_pos().y; +Player::do_backflip() { + if (!duck) return; + 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); +} + +void +Player::do_jump(float yspeed) { + if (!on_ground()) return; + + physic.set_velocity_y(yspeed); + //bbox.move(Vector(0, -1)); + jumping = true; + on_ground_flag = false; + can_jump = false; + + // play sound + if (is_big()) { + sound_manager->play("sounds/bigjump.wav"); } else { - if(get_pos().y > last_ground_y) - fall_mode = FALLING; - else if(fall_mode == ON_GROUND) - fall_mode = JUMPING; + sound_manager->play("sounds/jump.wav"); } +} - if(on_ground()) { /* Make sure jumping is off. */ - jumping = false; - if (backflipping) { - backflipping = false; - backflip_direction = 0; - } - } +void +Player::handle_vertical_input() +{ // Press jump key - if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) { + if(controller->pressed(Controller::JUMP) && (can_jump)) { if (duck) { - if (physic.get_velocity_x() != 0) // only jump a little bit when running ducked - physic.set_velocity_y(300); - else { //do a backflip - backflipping = true; - physic.set_velocity_y(580); - backflip_timer.start(0.15); - } + // when running, only jump a little bit; else do a backflip + if (physic.get_velocity_x() != 0) 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); } - else if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) // jump higher if we are running - physic.set_velocity_y(580); - else - physic.set_velocity_y(520); - - //bbox.move(Vector(0, -1)); - jumping = true; - can_jump = false; - if (is_big()) - sound_manager->play("sounds/bigjump.wav"); - else - sound_manager->play("sounds/jump.wav"); - } else if(!controller->hold(Controller::JUMP)) { // Let go of jump key - if (!backflipping && jumping && physic.get_velocity_y() > 0) { + } + // Let go of jump key + else if(!controller->hold(Controller::JUMP)) { + if (!backflipping && jumping && physic.get_velocity_y() < 0) { jumping = false; physic.set_velocity_y(0); } @@ -415,54 +538,13 @@ Player::handle_vertical_input() /* 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) - //if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping) + if (controller->hold(Controller::DOWN) && !butt_jump && !duck && is_big() && jumping) { butt_jump = true; + } /* When Down is not held anymore, disable butt jump */ - if(butt_jump && !controller->hold(Controller::DOWN)) - butt_jump = false; - -#if 0 - // Do butt jump - if (butt_jump && on_ground() && is_big()) { - // Add a smoke cloud - if (duck) - Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y)); - else - Sector::current()->add_smoke_cloud( - Vector(get_pos().x - 32, get_pos().y + 32)); - - butt_jump = false; - - // Break bricks beneath Tux - if(Sector::current()->trybreakbrick( - Vector(base.x + 1, base.y + base.height), false) - || Sector::current()->trybreakbrick( - Vector(base.x + base.width - 1, base.y + base.height), false)) { - physic.set_velocity_y(2); - butt_jump = true; - } - - // Kill nearby badguys - std::vector gameobjects = Sector::current()->gameobjects; - for (std::vector::iterator i = gameobjects.begin(); - i != gameobjects.end(); - i++) { - BadGuy* badguy = dynamic_cast (*i); - if(badguy) { - // don't kill when badguys are already dying or in a certain mode - if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING && - badguy->mode != BadGuy::BOMB_EXPLODE) { - if (fabsf(base.x - badguy->base.x) < 96 && - fabsf(base.y - badguy->base.y) < 64) - badguy->kill_me(25); - } - } - } - } -#endif - + if(butt_jump && !controller->hold(Controller::DOWN)) butt_jump = false; + /** jumping is only allowed if we're about to touch ground soon and if the * button has been up in between the last jump */ @@ -485,20 +567,37 @@ Player::handle_vertical_input() void Player::handle_input() { - /* Handle horizontal movement: */ - if (!backflipping) handle_horizontal_input(); - else { - if (backflip_direction == 0) { - dir == LEFT ? backflip_direction = 1 : backflip_direction = -1; - } - else backflip_direction == 1 ? dir = LEFT : dir = RIGHT; //prevent player from changing direction when backflipping - if (backflip_timer.check()) physic.set_velocity_x(100 * backflip_direction); + if (ghost_mode) { + handle_input_ghost(); + 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; + } + } + + /* Handle horizontal movement: */ + if (!backflipping) handle_horizontal_input(); + /* Jump/jumping? */ if (on_ground() && !controller->hold(Controller::JUMP)) can_jump = true; + + /* Handle vertical movement: */ handle_vertical_input(); /* Shoot! */ @@ -510,28 +609,35 @@ Player::handle_input() shooting_timer.start(SHOOTING_TIME); } - /* Duck! */ - if (controller->hold(Controller::DOWN) && is_big() && !duck - && physic.get_velocity_y() == 0 && on_ground()) { - duck = true; - bbox.move(Vector(0, 32)); - bbox.set_height(31.8); - } else if(!controller->hold(Controller::DOWN) && is_big() && duck) { - // if we have some velocity left then check if there is space for - // unducking - bbox.move(Vector(0, -32)); - bbox.set_height(63.8); - if(Sector::current()->is_free_space(bbox) || ( - physic.get_velocity_x() > -.01 && physic.get_velocity_x() < .01 - && physic.get_velocity_y() > -.01 && physic.get_velocity_y() < .01)) - { - duck = false; - } else { - // undo the ducking changes - bbox.move(Vector(0, 32)); - bbox.set_height(31.8); - } + /* Duck or Standup! */ + if (controller->hold(Controller::DOWN)) do_duck(); else do_standup(); + +} + +void +Player::handle_input_ghost() +{ + float vx = 0; + float vy = 0; + if (controller->hold(Controller::LEFT)) { + dir = LEFT; + vx -= MAX_RUN_XM * 2; + } + if (controller->hold(Controller::RIGHT)) { + dir = RIGHT; + vx += MAX_RUN_XM * 2; + } + if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) { + vy -= MAX_RUN_XM * 2; + } + if (controller->hold(Controller::DOWN)) { + vy += MAX_RUN_XM * 2; } + if (controller->hold(Controller::ACTION)) { + set_ghost_mode(false); + } + physic.set_velocity(vx, vy); + physic.set_acceleration(0, 0); } void @@ -580,12 +686,20 @@ void Player::set_bonus(BonusType type, bool animate) { if(player_status->bonus == NO_BONUS) { - adjust_height = 62.8; + if (!adjust_height(62.8)) return; if(animate) growing_timer.start(GROWING_TIME); } if ((type == NO_BONUS) || (type == GROWUP_BONUS)) { + if ((player_status->bonus == FIRE_BONUS) && (animate)) { + // visually lose helmet + 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/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); + } player_status->max_fire_bullets = 0; player_status->max_ice_bullets = 0; } @@ -633,7 +747,14 @@ Player::draw(DrawingContext& context) int layer = LAYER_OBJECTS + 1; /* Set Tux sprite action */ - if (duck && is_big()) + 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"); @@ -721,13 +842,14 @@ Player::draw(DrawingContext& context) /* Draw Tux */ if(dying) { smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1); - } else if(growing_timer.get_timeleft() > 0) { + } + 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() - Vector(0, 32), layer); + GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer); } else { context.draw_surface(growingtux_left[int((growing_timer.get_timegone() * - GROWING_FRAMES) / GROWING_TIME)], get_pos() - Vector(0, 32), layer); + GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer); } } else if (safe_timer.started() && size_t(game_time*40)%2) @@ -765,9 +887,12 @@ Player::collision(GameObject& other, const CollisionHit& hit) if(other.get_flags() & FLAG_PORTABLE) { Portable* portable = dynamic_cast (&other); - if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION) + assert(portable != NULL); + if(portable && grabbed_object == NULL + && controller->hold(Controller::ACTION) && fabsf(hit.normal.x) > .9) { grabbed_object = portable; + grabbed_object->grab(*this, get_pos(), dir); return CONTINUE; } } @@ -782,7 +907,7 @@ Player::collision(GameObject& other, const CollisionHit& hit) */ if(hit.normal.y < 0) { // landed on floor? - if(physic.get_velocity_y() < 0) + if(physic.get_velocity_y() > 0) physic.set_velocity_y(0); on_ground_flag = true; @@ -802,16 +927,16 @@ Player::collision(GameObject& other, const CollisionHit& hit) Platform* platform = dynamic_cast (&other); if(platform != NULL) { if(platform->get_speed().y > 0) - physic.set_velocity_y(-platform->get_speed().y); + physic.set_velocity_y(platform->get_speed().y); //physic.set_velocity_x(platform->get_speed().x); } } else if(hit.normal.y > 0) { // bumped against the roof - physic.set_velocity_y(.1); + physic.set_velocity_y(-.1); // hack platform so that we are not glued to it from below Platform* platform = dynamic_cast (&other); if(platform != NULL) { - physic.set_velocity_y(-platform->get_speed().y); + physic.set_velocity_y(platform->get_speed().y); } } @@ -852,7 +977,7 @@ Player::collision(GameObject& other, const CollisionHit& hit) BadGuy* badguy = dynamic_cast (&other); if(badguy != NULL) { - if(safe_timer.started()) + if(safe_timer.started() || invincible_timer.started()) return FORCE_MOVE; return CONTINUE; @@ -876,8 +1001,7 @@ Player::kill(bool completely) if(dying || deactivated) return; - if(!completely && - (safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)) + if(!completely && safe_timer.started() || invincible_timer.started()) return; sound_manager->play("sounds/hurt.wav"); @@ -888,13 +1012,13 @@ Player::kill(bool completely) if(player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS) { safe_timer.start(TUX_SAFE_TIME); - set_bonus(GROWUP_BONUS); + set_bonus(GROWUP_BONUS, true); } else { //growing_timer.start(GROWING_TIME); safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */); - adjust_height = 30.8; + adjust_height(30.8); duck = false; - set_bonus(NO_BONUS); + set_bonus(NO_BONUS, true); } } else { for (int i = 0; (i < 5) && (i < player_status->coins); i++) @@ -906,9 +1030,9 @@ Player::kill(bool completely) } physic.enable_gravity(true); physic.set_acceleration(0, 0); - physic.set_velocity(0, 700); + physic.set_velocity(0, -700); player_status->coins -= 25; - set_bonus(NO_BONUS); + set_bonus(NO_BONUS, true); dying = true; dying_timer.start(3.0); set_group(COLGROUP_DISABLED); @@ -923,11 +1047,13 @@ Player::kill(bool completely) void Player::move(const Vector& vector) { - bbox.set_pos(vector); + set_pos(vector); + + // TODO: do we need the following? Seems irrelevant to moving the player if(is_big()) - bbox.set_size(31.8, 63.8); + set_size(31.8, 63.8); else - bbox.set_size(31.8, 31.8); + set_size(31.8, 31.8); duck = false; last_ground_y = vector.y; @@ -941,7 +1067,7 @@ Player::check_bounds(Camera* camera) if (get_pos().x < 0) { // Lock Tux to the size of the level, so that he doesn't fall of // on the left side - bbox.set_pos(Vector(0, get_pos().y)); + set_pos(Vector(0, get_pos().y)); } /* Keep in-bounds, vertically: */ @@ -953,12 +1079,12 @@ Player::check_bounds(Camera* camera) bool adjust = false; // can happen if back scrolling is disabled if(get_pos().x < camera->get_translation().x) { - bbox.set_pos(Vector(camera->get_translation().x, get_pos().y)); + set_pos(Vector(camera->get_translation().x, get_pos().y)); adjust = true; } if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width()) { - bbox.set_pos(Vector( + set_pos(Vector( camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(), get_pos().y)); adjust = true; @@ -983,12 +1109,21 @@ Player::add_velocity(const Vector& velocity) } void +Player::add_velocity(const Vector& velocity, const Vector& end_speed) +{ + if (end_speed.x > 0) physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x)); + if (end_speed.x < 0) physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x)); + if (end_speed.y > 0) physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y)); + if (end_speed.y < 0) physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y)); +} + +void Player::bounce(BadGuy& ) { if(controller->hold(Controller::JUMP)) - physic.set_velocity_y(520); + physic.set_velocity_y(-520); else - physic.set_velocity_y(300); + physic.set_velocity_y(-300); } //Scripting Functions Below @@ -996,14 +1131,18 @@ Player::bounce(BadGuy& ) void Player::deactivate() { + if (deactivated) return; deactivated = true; physic.set_velocity_x(0); physic.set_velocity_y(0); + physic.set_acceleration_x(0); + physic.set_acceleration_y(0); } void Player::activate() { + if (!deactivated) return; deactivated = false; } @@ -1012,3 +1151,20 @@ void Player::walk(float speed) physic.set_velocity_x(speed); } +void +Player::set_ghost_mode(bool enable) +{ + if (ghost_mode == enable) return; + if (enable) { + ghost_mode = true; + set_group(COLGROUP_DISABLED); + physic.enable_gravity(false); + log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl; + } else { + ghost_mode = false; + set_group(COLGROUP_MOVING); + physic.enable_gravity(true); + log_debug << "You feel solid again." << std::endl; + } +} +