X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fplayer.cpp;h=88b67611cd585d52dd247a6a0685ba66716525aa;hb=1d182a00d99d763a9c92ab5c73d183e1d4177cc6;hp=af3df7beab9f2512a69bdf88f5c5e150077f08a4;hpb=ef759f3d6b7ea75d2784a81d0ed36d0ecc1009f7;p=supertux.git diff --git a/src/player.cpp b/src/player.cpp index af3df7bea..88b67611c 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -1,54 +1,62 @@ +// $Id$ // -// C Implementation: player/tux +// SuperTux - A Jump'n Run +// Copyright (C) 2003 Tobias Glaesser // -// Description: +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. // +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. // -// Author: Tobias Glaesser & Bill Kendrick, (C) 2004 -// -// Copyright: See COPYING file that comes with this distribution -// -// -#include +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +#include +#include +#include #include "gameloop.h" #include "globals.h" #include "player.h" #include "defines.h" #include "scene.h" #include "tile.h" +#include "sprite.h" #include "screen.h" -texture_type tux_life; -std::vector tux_right; -std::vector tux_left; -texture_type smalltux_jump_left; -texture_type smalltux_jump_right; -texture_type smalltux_stand_left; -texture_type smalltux_stand_right; - -texture_type bigtux_right[3]; -texture_type bigtux_left[3]; -texture_type bigtux_right_jump; -texture_type bigtux_left_jump; -texture_type ducktux_right; -texture_type ducktux_left; -texture_type skidtux_right; -texture_type skidtux_left; -texture_type firetux_right[3]; -texture_type firetux_left[3]; -texture_type bigfiretux_right[3]; -texture_type bigfiretux_left[3]; -texture_type bigfiretux_right_jump; -texture_type bigfiretux_left_jump; -texture_type duckfiretux_right; -texture_type duckfiretux_left; -texture_type skidfiretux_right; -texture_type skidfiretux_left; -texture_type cape_right[2]; -texture_type cape_left[2]; -texture_type bigcape_right[2]; -texture_type bigcape_left[2]; +// behavior definitions: +#define TILES_FOR_BUTTJUMP 3 +// animation times (in ms): +#define SHOOTING_TIME 320 +// others stuff: +#define AUTOSCROLL_DEAD_INTERVAL 300 + +Surface* tux_life; + +Sprite* smalltux_gameover; +Sprite* smalltux_star; +Sprite* largetux_star; + +PlayerSprite smalltux; +PlayerSprite largetux; +PlayerSprite icetux; +PlayerSprite firetux; + +PlayerKeymap keymap; + +PlayerKeymap::PlayerKeymap() +{ + keymap.jump = SDLK_UP; + keymap.duck = SDLK_DOWN; + keymap.left = SDLK_LEFT; + keymap.right = SDLK_RIGHT; + keymap.fire = SDLK_LCTRL; +} void player_input_init(player_input_type* pplayer_input) { @@ -58,47 +66,57 @@ void player_input_init(player_input_type* pplayer_input) pplayer_input->old_fire = UP; pplayer_input->right = UP; pplayer_input->up = UP; + pplayer_input->old_up = UP; +} + +Player::Player(DisplayManager& display_manager) +{ + display_manager.add_drawable(this, LAYER_OBJECTS-1); // for tux himself + display_manager.add_drawable(this, LAYER_OBJECTS+1); // for the arm + init(); +} + +Player::~Player() +{ } void Player::init() { + holding_something = false; + base.width = 32; base.height = 32; size = SMALL; - got_coffee = false; - - // FIXME: Make the start position configurable via the levelfile - base.x = 100; - base.y = 240; - base.xm = 0; - base.ym = 0; - old_base = base; + got_power = NONE_POWER; + + base.x = 0; + base.y = 0; + previous_base = old_base = base; dir = RIGHT; + old_dir = dir; duck = false; + dead = false; dying = DYING_NOT; + last_ground_y = 0; + fall_mode = ON_GROUND; jumping = false; + can_jump = true; + butt_jump = false; frame_main = 0; frame_ = 0; - lives = 3; - score = 0; - distros = 0; - + player_input_init(&input); - keymap.jump = SDLK_UP; - keymap.duck = SDLK_DOWN; - keymap.left = SDLK_LEFT; - keymap.right = SDLK_RIGHT; - keymap.fire = SDLK_LCTRL; - - timer_init(&invincible_timer,true); - timer_init(&skidding_timer,true); - timer_init(&safe_timer,true); - timer_init(&frame_timer,true); + invincible_timer.init(true); + skidding_timer.init(true); + safe_timer.init(true); + frame_timer.init(true); + kick_timer.init(true); + shooting_timer.init(true); physic.reset(); } @@ -128,6 +146,8 @@ Player::key_event(SDLKey key, int state) } else if(key == keymap.fire) { + if (state == UP) + input.old_fire = UP; input.fire = state; return true; } @@ -139,54 +159,81 @@ void Player::level_begin() { base.x = 100; - base.y = 240; - base.xm = 0; - base.ym = 0; - old_base = base; - previous_base = base; + base.y = 170; + previous_base = old_base = base; + duck = false; dying = DYING_NOT; player_input_init(&input); - timer_init(&invincible_timer,true); - timer_init(&skidding_timer,true); - timer_init(&safe_timer,true); - timer_init(&frame_timer,true); + invincible_timer.init(true); + skidding_timer.init(true); + safe_timer.init(true); + frame_timer.init(true); + physic.reset(); } void -Player::action(double frame_ratio) +Player::action(float elapsed_time) { bool jumped_in_solid = false; - /* --- HANDLE TUX! --- */ + if(dying && !dying_timer.check()) { + dead = true; + return; + } - if(!dying) - handle_input(); + if (input.fire == UP) + holding_something = false; /* Move tux: */ previous_base = base; - physic.apply(frame_ratio, base.x, base.y); + /* --- HANDLE TUX! --- */ + if(dying == DYING_NOT) + handle_input(); - if (!dying) + physic.apply(elapsed_time, base.x, base.y); + + if(dying == DYING_NOT) { + base_type target = base; - collision_swept_object_map(&old_base,&base); - keep_in_bounds(); + collision_swept_object_map(&old_base, &base); - /* Land: */ + if ((!invincible_timer.started() && !safe_timer.started()) + && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y) + || isspike(base.x, base.y + base.height) + || isspike(base.x + base.width, base.y + base.height))) + { + kill(SHRINK); + } + // Don't accelerate Tux if he is running against a wall + if (target.x != base.x) + { + physic.set_velocity_x(0); + } - if( !on_ground()) + // 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; + } + + // Land: + if (!on_ground()) { physic.enable_gravity(true); if(under_solid()) { // fall down - physic.set_velocity(physic.get_velocity_x(), 0); + physic.set_velocity_y(0); jumped_in_solid = true; } } @@ -196,12 +243,13 @@ Player::action(double frame_ratio) if (physic.get_velocity_y() < 0) { base.y = (int)(((int)base.y / 32) * 32); - physic.set_velocity(physic.get_velocity_x(), 0); + physic.set_velocity_y(0); } physic.enable_gravity(false); /* Reset score multiplier (for multi-hits): */ - player_status.score_multiplier = 1; + if (!invincible_timer.started()) + player_status.score_multiplier = 1; } if(jumped_in_solid) @@ -244,52 +292,15 @@ Player::action(double frame_ratio) jumping = false; } } - } - timer_check(&safe_timer); - - /* ---- DONE HANDLING TUX! --- */ - /* Handle invincibility timer: */ - if (get_current_music() == HERRING_MUSIC && !timer_check(&invincible_timer)) - { - /* - no, we are no more invincible - or we were not in invincible mode - but are we in hurry ? - */ - - // FIXME: Move this to gamesession - if (timer_get_left(&GameSession::current()->time_left) < TIME_WARNING) - { - /* yes, we are in hurry - stop the herring_song, prepare to play the correct - fast level_song ! - */ - set_current_music(HURRYUP_MUSIC); - } - else - { - set_current_music(LEVEL_MUSIC); - } - - /* start playing it */ - play_current_music(); - } - - /* Handle skidding: */ - - // timer_check(&skidding_timer); // disabled - - /* End of level? */ - if (base.x >= World::current()->get_level()->endpos - && World::current()->get_level()->endpos != 0) - { - player_status.next_level = 1; - } - + // check some timers + skidding_timer.check(); + invincible_timer.check(); + safe_timer.check(); + kick_timer.check(); } bool @@ -308,222 +319,210 @@ Player::under_solid() issolid(base.x + base.width - 1, base.y) ); } -void -Player::handle_horizontal_input(int newdir) +bool +Player::tiles_on_air(int tiles) { - if(duck) - return; + for(int t = 0; t != tiles; t++) + { + if(issolid(base.x + base.width / 2, base.y + base.height + (tiles*32)) || + issolid(base.x + 1, base.y + base.height + (tiles*32)) || + issolid(base.x + base.width - 1, base.y + base.height + (tiles*32))) + return false; + } + return true; +} +void +Player::handle_horizontal_input() +{ float vx = physic.get_velocity_x(); float vy = physic.get_velocity_y(); - dir = newdir; - - // skid if we're too fast - if(dir != newdir && on_ground() && fabs(physic.get_velocity_x()) > SKID_XM - && !timer_started(&skidding_timer)) - { - timer_start(&skidding_timer, SKID_TIME); - play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER); - return; - } - - if ((newdir ? (vx < 0) : (vx > 0)) && !isice(base.x, base.y + base.height) && - !timer_started(&skidding_timer)) - { - //vx = 0; - } - - /* Facing the direction we're jumping? Go full-speed: */ - if (input.fire == UP) - { - if(vx >= MAX_WALK_XM) { + float ax = physic.get_acceleration_x(); + float ay = physic.get_acceleration_y(); + + float dirsign = 0; + if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) { + old_dir = dir; + dir = LEFT; + dirsign = -1; + } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) { + old_dir = dir; + dir = RIGHT; + dirsign = 1; + } + + if (input.fire == UP) { + ax = dirsign * WALK_ACCELERATION_X; + // limit speed + if(vx >= MAX_WALK_XM && dirsign > 0) { vx = MAX_WALK_XM; - physic.set_acceleration(0, 0); // enough speedup - } else if(vx <= -MAX_WALK_XM) { + ax = 0; + } else if(vx <= -MAX_WALK_XM && dirsign < 0) { vx = -MAX_WALK_XM; - physic.set_acceleration(0, 0); + ax = 0; } - physic.set_acceleration(newdir ? 0.02 : -0.02, 0); - if(fabs(vx) < 1) // set some basic run speed - vx = newdir ? 1 : -1; -#if 0 - vx += ( newdir ? WALK_SPEED : -WALK_SPEED) * frame_ratio; - - if(newdir) - { - if (vx > MAX_WALK_XM) - vx = MAX_WALK_XM; - } - else - { - if (vx < -MAX_WALK_XM) - vx = -MAX_WALK_XM; - } -#endif - } - else if ( input.fire == DOWN) - { - if(vx >= MAX_RUN_XM) { + } else { + ax = dirsign * RUN_ACCELERATION_X; + // limit speed + if(vx >= MAX_RUN_XM && dirsign > 0) { vx = MAX_RUN_XM; - physic.set_acceleration(0, 0); // enough speedup - } else if(vx <= -MAX_RUN_XM) { + ax = 0; + } else if(vx <= -MAX_RUN_XM && dirsign < 0) { vx = -MAX_RUN_XM; - physic.set_acceleration(0, 0); + ax = 0; + } + } + + // we can reach WALK_SPEED without any acceleration + if(dirsign != 0 && fabs(vx) < WALK_SPEED) { + vx = dirsign * WALK_SPEED; + } + + // changing directions? + if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) { + if(fabs(vx)>SKID_XM && !skidding_timer.check()) { + skidding_timer.start(SKID_TIME); + play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER); + ax *= 2.5; + } else { + ax *= 2; } - physic.set_acceleration(newdir ? 0.03 : -0.03, 0); - if(fabs(vx) < 1) // set some basic run speed - vx = newdir ? 1 : -1; + } + + // 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; + } + } -#if 0 - vx = vx + ( newdir ? RUN_SPEED : -RUN_SPEED) * frame_ratio; + // 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. + */ - if(newdir) - { - if (vx > MAX_RUN_XM) - vx = MAX_RUN_XM; - } - else - { - if (vx < -MAX_RUN_XM) - vx = -MAX_RUN_XM; - } -#endif - } - else - { -#if 0 - /* Not facing the direction we're jumping? - Go half-speed: */ - vx = vx + ( newdir ? (WALK_SPEED / 2) : -(WALK_SPEED / 2)) * frame_ratio; + // 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); + } - if(newdir) - { - if (vx > MAX_WALK_XM / 2) - vx = MAX_WALK_XM / 2; - } - else - { - if (vx < -MAX_WALK_XM / 2) - vx = -MAX_WALK_XM / 2; - } -#endif - } - physic.set_velocity(vx, vy); + physic.set_acceleration(ax, ay); } void Player::handle_vertical_input() { - if(input.up == DOWN) + // set fall mode... + if(on_ground()) { + fall_mode = ON_GROUND; + last_ground_y = base.y; + } else { + if(base.y > last_ground_y) + fall_mode = FALLING; + else if(fall_mode == ON_GROUND) + fall_mode = JUMPING; + } + + // Press jump key + if(input.up == DOWN && can_jump && on_ground()) { - if (on_ground()) - { - // jump - physic.set_velocity(physic.get_velocity_x(), 5.5); - --base.y; - jumping = true; - if (size == SMALL) - play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER); - else - play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER); - } + if(duck) { // only jump a little bit when in duck mode { + physic.set_velocity_y(3); + } else { + // jump higher if we are running + if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) + physic.set_velocity_y(5.8); + else + physic.set_velocity_y(5.2); + } + + --base.y; + jumping = true; + can_jump = false; + if (size == SMALL) + play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER); + else + play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER); } - else if(input.up == UP && jumping) + // Let go of jump key + else if(input.up == UP && jumping && physic.get_velocity_y() > 0) { jumping = false; - if(physic.get_velocity_y() > 0) { - physic.set_velocity(physic.get_velocity_x(), 0); - } + physic.set_velocity_y(0); + } + + /* In case the player has pressed Down while in a certain range of air, + enable butt jump action */ + if (input.down == DOWN && !butt_jump) + if(tiles_on_air(TILES_FOR_BUTTJUMP)) + butt_jump = true; + + /* When Down is not held anymore, disable butt jump */ + if(butt_jump && input.down == UP) + butt_jump = false; + + if (butt_jump && on_ground() && size == BIG) + { + if(World::current()->trybreakbrick(base.x, base.y + base.height, false) + || World::current()->trybreakbrick( + base.x + base.width, base.y + base.height, false)) { + // make tux jumping a little bit again after breaking the bricks + physic.set_velocity_y(2); } +// butt_jump = false; // comment this, in case you won't to disable the continued use of buttjump + } + + if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) || + issolid(base.x + 1, base.y + base.height + 64) || + issolid(base.x + base.width - 1, base.y + base.height + 64)) + && jumping == false + && can_jump == false + && input.up == DOWN + && input.old_up == UP) + { + can_jump = true; + } + + if(on_ground()) /* Make sure jumping is off. */ + jumping = false; + + input.old_up = input.up; } void Player::handle_input() { - /* Handle key and joystick state: */ - if(duck == false) - { - if (input.right == DOWN && input.left == UP) - { - handle_horizontal_input(RIGHT); - } - else if (input.left == DOWN && input.right == UP) - { - handle_horizontal_input(LEFT); - } - else - { - float vx = physic.get_velocity_x(); - if(fabs(vx) < 0.01) { - physic.set_velocity(0, physic.get_velocity_y()); - physic.set_acceleration(0, 0); - } else if(vx < 0) { - physic.set_acceleration(0.1, 0); - } else { - physic.set_acceleration(-0.1, 0); - } - } - } + /* Handle horizontal movement: */ + handle_horizontal_input(); /* Jump/jumping? */ - if ( input.up == DOWN || (input.up == UP && jumping)) - { - handle_vertical_input(); - } + if (on_ground() && input.up == UP) + can_jump = true; + handle_vertical_input(); /* Shoot! */ - - if (input.fire == DOWN && input.old_fire == UP && got_coffee) + if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER) { - World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir); + if(World::current()->add_bullet(Vector(base.x, base.y + (base.height/2)), + physic.get_velocity_x(), dir)) + shooting_timer.start(SHOOTING_TIME); + input.old_fire = DOWN; } - - /* Duck! */ - - if (input.down == DOWN) - { - if (size == BIG && duck != true) - { - duck = true; - base.height = 32; - base.y += 32; - } - } - else + /* tux animations: */ + if(!frame_timer.check()) { - if (size == BIG && duck) - { - /* Make sure we're not standing back up into a solid! */ - base.height = 64; - base.y -= 32; - - if (!collision_object_map(&base) /*issolid(base.x + 16, base.y - 16)*/) - { - duck = false; - base.height = 64; - old_base.y -= 32; - old_base.height = 64; - } - else - { - base.height = 32; - base.y += 32; - } - } - else - { - duck = false; - } - } - - /* (Tux): */ - - if(!timer_check(&frame_timer)) - { - timer_start(&frame_timer,25); + frame_timer.start(25); if (input.right == UP && input.left == UP) { frame_main = 1; @@ -542,6 +541,44 @@ Player::handle_input() } } + /* Duck! */ + if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground()) + { + duck = true; + base.height = 32; + base.y += 32; + // changing base size confuses collision otherwise + old_base = previous_base = base; + } + else if(input.down == UP && size == BIG && duck) + { + // try if we can really unduck + base.y -= 32; + base.height = 64; + // when unducking in air we need some space to do so + if(on_ground() || !collision_object_map(base)) { + duck = false; + // changing base size confuses collision otherwise + old_base = previous_base = base; + } else { + // undo the ducking changes + base.y += 32; + base.height = 32; + } + } +} + +void +Player::grow() +{ + if(size == BIG) + return; + + size = BIG; + base.height = 64; + base.y -= 32; + + old_base = previous_base = base; } void @@ -565,287 +602,229 @@ Player::grabdistros() } /* Enough distros for a One-up? */ - if (distros >= DISTROS_LIFEUP) + if (player_status.distros >= DISTROS_LIFEUP) { - distros = distros - DISTROS_LIFEUP; - if(lives < MAX_LIVES) - lives++; + player_status.distros = player_status.distros - DISTROS_LIFEUP; + if(player_status.lives < MAX_LIVES) + ++player_status.lives; /*We want to hear the sound even, if MAX_LIVES is reached*/ play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER); } } void -Player::draw() +Player::draw(Camera& viewport, int layer) { - if (!timer_started(&safe_timer) || (global_frame_counter % 2) == 0) + PlayerSprite* sprite; + + if (size == SMALL) + sprite = &smalltux; + else if (got_power == FIRE_POWER) + sprite = &firetux; + else if (got_power == ICE_POWER) + sprite = &icetux; + else + sprite = &largetux; + + Vector pos = viewport.world2screen(Vector(base.x, base.y)); + + if(layer == LAYER_OBJECTS + 1) { + // Draw arm overlay graphics when Tux is holding something + if ((holding_something && physic.get_velocity_y() == 0) || shooting_timer.check() && !duck) { - if (size == SMALL) + if (dir == RIGHT) + sprite->grab_right->draw(pos); + else + sprite->grab_left->draw(pos); + } + + // Draw blinking star overlay + if (invincible_timer.started() && + (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)) + { + if (size == SMALL || duck) + smalltux_star->draw(pos); + else + largetux_star->draw(pos); + } + + return; + } + + if (!safe_timer.started() || (global_frame_counter % 2) == 0) + { + if (dying == DYING_SQUISHED) { - if (timer_started(&invincible_timer)) + smalltux_gameover->draw(pos); + } + else + { + if (duck && size != SMALL) { - /* Draw cape: */ - if (dir == RIGHT) - { - texture_draw(&cape_right[global_frame_counter % 2], - base.x- scroll_x, base.y); - } - else - { - texture_draw(&cape_left[global_frame_counter % 2], - base.x- scroll_x, base.y); - } + sprite->duck_right->draw(pos); + else + sprite->duck_left->draw(pos); } - - - if (!got_coffee) + else if (skidding_timer.started()) { - if (physic.get_velocity_y() != 0) - { - if (dir == RIGHT) - texture_draw(&smalltux_jump_right, base.x - scroll_x, base.y - 10); - else - texture_draw(&smalltux_jump_left, base.x - scroll_x, base.y - 10); - } + if (dir == RIGHT) + sprite->skid_right->draw(pos); else - { - if (fabsf(physic.get_velocity_x()) < 1.0f) // standing - { - if (dir == RIGHT) - texture_draw(&smalltux_stand_right, base.x - scroll_x, base.y - 9); - else - texture_draw(&smalltux_stand_left, base.x - scroll_x, base.y - 9); - } - else // moving - { - if (dir == RIGHT) - texture_draw(&tux_right[(global_frame_counter/2) % tux_right.size()], - base.x - scroll_x, base.y - 9); - else - texture_draw(&tux_left[(global_frame_counter/2) % tux_left.size()], - base.x - scroll_x, base.y - 9); - } - } + sprite->skid_left->draw(pos); } - else + else if (kick_timer.started()) { - /* Tux got coffee! */ - if (dir == RIGHT) - { - texture_draw(&firetux_right[frame_], base.x- scroll_x, base.y); - } + sprite->kick_right->draw(pos); else - { - texture_draw(&firetux_left[frame_], base.x- scroll_x, base.y); - } + sprite->kick_left->draw(pos); } - } - else - { - if (timer_started(&invincible_timer)) + else if (physic.get_velocity_y() != 0) { - /* Draw cape: */ if (dir == RIGHT) - { - texture_draw(&bigcape_right[global_frame_counter % 2], - base.x- scroll_x - 8, base.y); - } + sprite->jump_right->draw(pos); else - { - texture_draw(&bigcape_left[global_frame_counter % 2], - base.x-scroll_x - 8, base.y); - } - } - - if (!got_coffee) - { - if (!duck) - { - if (!timer_started(&skidding_timer)) - { - if (!jumping || physic.get_velocity_y() > 0) - { - if (dir == RIGHT) - { - texture_draw(&bigtux_right[frame_], - base.x- scroll_x - 8, base.y); - } - else - { - texture_draw(&bigtux_left[frame_], - base.x- scroll_x - 8, base.y); - } - } - else - { - if (dir == RIGHT) - { - texture_draw(&bigtux_right_jump, - base.x- scroll_x - 8, base.y); - } - else - { - texture_draw(&bigtux_left_jump, - base.x- scroll_x - 8, base.y); - } - } - } - else - { - if (dir == RIGHT) - { - texture_draw(&skidtux_right, - base.x- scroll_x - 8, base.y); - } - else - { - texture_draw(&skidtux_left, - base.x- scroll_x - 8, base.y); - } - } - } - else - { - if (dir == RIGHT) - { - texture_draw(&ducktux_right, base.x- scroll_x - 8, base.y - 16); - } - else - { - texture_draw(&ducktux_left, base.x- scroll_x - 8, base.y - 16); - } - } + sprite->jump_left->draw(pos); } else { - /* Tux has coffee! */ - - if (!duck) + if (fabsf(physic.get_velocity_x()) < 1.0f) // standing { - if (!timer_started(&skidding_timer)) - { - if (!jumping || physic.get_velocity_y() > 0) - { - if (dir == RIGHT) - { - texture_draw(&bigfiretux_right[frame_], - base.x- scroll_x - 8, base.y); - } - else - { - texture_draw(&bigfiretux_left[frame_], - base.x- scroll_x - 8, base.y); - } - } - else - { - if (dir == RIGHT) - { - texture_draw(&bigfiretux_right_jump, - base.x- scroll_x - 8, base.y); - } - else - { - texture_draw(&bigfiretux_left_jump, - base.x- scroll_x - 8, base.y); - } - } - } + if (dir == RIGHT) + sprite->stand_right->draw(pos); else - { - if (dir == RIGHT) - { - texture_draw(&skidfiretux_right, - base.x- scroll_x - 8, base.y); - } - else - { - texture_draw(&skidfiretux_left, - base.x- scroll_x - 8, base.y); - } - } + sprite->stand_left->draw(pos); } - else + else // moving { if (dir == RIGHT) - { - texture_draw(&duckfiretux_right, base.x- scroll_x - 8, base.y - 16); - } + sprite->walk_right->draw(pos); else - { - texture_draw(&duckfiretux_left, base.x- scroll_x - 8, base.y - 16); - } + sprite->walk_left->draw(pos); } } } - } + } + + if (debug_mode) + fillrect(base.x - viewport.get_translation().x, + base.y - viewport.get_translation().y, + base.width, base.height, 75,75,75, 150); +} - if(dying) - text_drawf(&gold_text,"Penguins can fly !:",0,0,A_HMIDDLE,A_VMIDDLE,1); +void +Player::collision(const MovingObject& other, int collision_type) +{ + (void) other; + (void) collision_type; + // will be implemented later } void Player::collision(void* p_c_object, int c_object) { BadGuy* pbad_c = NULL; + Trampoline* ptramp_c = NULL; + FlyingPlatform* pplatform_c = NULL; switch (c_object) { case CO_BADGUY: pbad_c = (BadGuy*) p_c_object; - /* Hurt the player if he just touched it: */ + /* Hurt player if he touches a badguy */ if (!pbad_c->dying && !dying && - !timer_started(&safe_timer) && - pbad_c->mode != HELD) + !safe_timer.started() && + pbad_c->mode != BadGuy::HELD) { - if (pbad_c->mode == FLAT && input.fire == DOWN) + if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN + && !holding_something) { - pbad_c->mode = HELD; + holding_something = true; + pbad_c->mode = BadGuy::HELD; pbad_c->base.y-=8; } - else if (pbad_c->mode == KICK) + else if (pbad_c->mode == BadGuy::FLAT) { - if (base.y < pbad_c->base.y - 16) + // Don't get hurt if we're kicking a flat badguy! + } + else if (pbad_c->mode == BadGuy::KICK) + { + /* Hurt if you get hit by kicked laptop: */ + if (!invincible_timer.started()) { - /* Step on (stop being kicked) */ - - pbad_c->mode = FLAT; - play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER); + kill(SHRINK); } else - { - /* Hurt if you get hit by kicked laptop: */ - if (!timer_started(&invincible_timer)) - { - kill(SHRINK); - } - else - { - pbad_c->dying = DYING_FALLING; - play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER); - World::current()->add_score(pbad_c->base.x - scroll_x, - pbad_c->base.y, - 25 * player_status.score_multiplier); - } - } + pbad_c->kill_me(20); } + else if (pbad_c->frozen_timer.check() && (pbad_c->kind == BAD_MRBOMB + || pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FISH + || pbad_c->kind == BAD_SPIKY)) + pbad_c->kill_me(20); else { - if (!timer_started(&invincible_timer )) + if (!invincible_timer.started()) { kill(SHRINK); } else { - pbad_c->kill_me(); + pbad_c->kill_me(25); } } player_status.score_multiplier++; } break; + + case CO_TRAMPOLINE: + ptramp_c = (Trampoline*) p_c_object; + + // Pick up trampoline + if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground()) + { + holding_something = true; + ptramp_c->mode = Trampoline::M_HELD; + ptramp_c->base.y -= 8; + } + // Set down trampoline + else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN) + { + holding_something = false; + ptramp_c->mode = Trampoline::M_NORMAL; + ptramp_c->base.y += 8; + ptramp_c->physic.set_velocity(physic.get_velocity_x(), physic.get_velocity_y()); + + //if (dir == RIGHT) + // ptramp_c->base.x = base.x + base.width+1; + //else /* LEFT */ + // ptramp_c->base.x = base.x - base.width-1; + } +/* + // Don't let tux walk through trampoline + else if (ptramp_c->mode != Trampoline::M_HELD && on_ground()) + { + if (physic.get_velocity_x() > 0) // RIGHT + { + physic.set_velocity_x(0); + base.x = ptramp_c->base.x - base.width; + } + else if (physic.get_velocity_x() < 0) // LEFT + { + physic.set_velocity_x(0); + base.x = ptramp_c->base.x + ptramp_c->base.width; + } + } +*/ + break; + case CO_FLYING_PLATFORM: + pplatform_c = (FlyingPlatform*) p_c_object; + + base.y = pplatform_c->base.y - base.height; + physic.enable_gravity(false); + break; + default: break; } @@ -855,103 +834,105 @@ Player::collision(void* p_c_object, int c_object) /* Kill Player! */ void -Player::kill(int mode) +Player::kill(HurtMode mode) { + if(dying) + return; + play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER); - physic.set_velocity(0, physic.get_velocity_y()); + physic.set_velocity_x(0); if (mode == SHRINK && size == BIG) { - if (got_coffee) - got_coffee = false; - - size = SMALL; - base.height = 32; - - timer_start(&safe_timer,TUX_SAFE_TIME); + if (got_power != NONE_POWER) + { + got_power = NONE_POWER; + } + else + { + size = SMALL; + base.height = 32; + duck = false; + } + safe_timer.start(TUX_SAFE_TIME); } else { - if(size == BIG) - duck = true; - physic.enable_gravity(true); physic.set_acceleration(0, 0); physic.set_velocity(0, 7); + --player_status.lives; dying = DYING_SQUISHED; + dying_timer.start(3000); } } -void -Player::is_dying() -{ - /* He died :^( */ - - --lives; - remove_powerups(); - dying = DYING_NOT; -} - -bool Player::is_dead() -{ - if(base.y > screen->h) - return true; - else - return false; -} - /* Remove Tux's power ups */ void Player::remove_powerups() { - got_coffee = false; + got_power = NONE_POWER; size = SMALL; base.height = 32; } void -Player::keep_in_bounds() +Player::move(const Vector& vector) { - Level* plevel = World::current()->get_level(); + base.x = vector.x; + base.y = vector.y; + old_base = previous_base = base; +} +void +Player::check_bounds(Camera& viewport, + bool back_scrolling, bool hor_autoscroll) +{ /* Keep tux in bounds: */ - if (base.x< 0) - base.x= 0; - else if(base.x< scroll_x) - base.x= scroll_x; - else if (base.x< 160 + scroll_x && scroll_x > 0 && debug_mode) - { - scroll_x = base.x- 160; - /*base.x+= 160;*/ - - if(scroll_x < 0) - scroll_x = 0; - + if (base.x < 0) + { // Lock Tux to the size of the level, so that he doesn't fall of + // on the left side + base.x = 0; } - else if (base.x > screen->w / 2 + scroll_x - && scroll_x < ((World::current()->get_level()->width * 32) - screen->w)) - { - // FIXME: Scrolling needs to be handled by a seperate View - // class, doing it as a player huck is ugly - - // Scroll the screen in past center: - scroll_x = base.x - screen->w / 2; - if (scroll_x > ((plevel->width * 32) - screen->w)) - scroll_x = ((plevel->width * 32) - screen->w); - } - else if (base.x> 608 + scroll_x) + /* Keep in-bounds, vertically: */ + if (base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32) { - /* ... unless there's no more to scroll! */ - - /*base.x= 608 + scroll_x;*/ + kill(KILL); + return; } - /* Keep in-bounds, vertically: */ + bool adjust = false; + // can happen if back scrolling is disabled + if(base.x < viewport.get_translation().x) { + base.x = viewport.get_translation().x; + adjust = true; + } + if(base.x >= viewport.get_translation().x + screen->w - base.width) { + base.x = viewport.get_translation().x + screen->w - base.width; + adjust = true; + } + + if(adjust) { + // squished now? + if(collision_object_map(base)) { + kill(KILL); + return; + } + } - if (base.y > screen->h) + if(hor_autoscroll) { - kill(KILL); + if(base.x == viewport.get_translation().x) + if(issolid(base.x+32, base.y) || (size != SMALL && issolid(base.x+32, base.y+32))) + kill(KILL); + + if(base.x + base.width > viewport.get_translation().x + screen->w) + base.x = viewport.get_translation().x + screen->w - base.width; } + } + +// EOF // +