X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fplayer.cpp;h=afc4eb5e078232cd59033ee104e21c43118c7809;hb=54769dff40025a2e798d2544df6d745196968f94;hp=0af32406bbe155982b3a0b16d1074ea6e7958745;hpb=e147eea9f117721dbcf79d1465452b6ae91fe33c;p=supertux.git diff --git a/src/player.cpp b/src/player.cpp index 0af32406b..afc4eb5e0 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -1,14 +1,22 @@ +// $Id$ // -// C Implementation: player/tux +// SuperTux - A Jump'n Run +// Copyright (C) 2003 Tobias Glaesser // -// Description: -// -// -// Author: Tobias Glaesser & Bill Kendrick, (C) 2004 -// -// Copyright: See COPYING file that comes with this distribution +// 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. // +// 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 "gameloop.h" @@ -17,38 +25,29 @@ #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]; +Surface* tux_life; + +Sprite* smalltux_gameover; +Sprite* smalltux_star; +Sprite* largetux_star; + +PlayerSprite smalltux; +PlayerSprite largetux; +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) { @@ -63,18 +62,21 @@ void player_input_init(player_input_type* pplayer_input) void Player::init() { + Level* plevel = World::current()->get_level(); + + 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.x = plevel->start_pos_x; + base.y = plevel->start_pos_y; base.xm = 0; base.ym = 0; - old_base = base; + previous_base = old_base = base; dir = RIGHT; duck = false; @@ -83,22 +85,14 @@ Player::init() 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; - invincible_timer.init(true); skidding_timer.init(true); safe_timer.init(true); frame_timer.init(true); + kick_timer.init(true); physic.reset(); } @@ -128,6 +122,8 @@ Player::key_event(SDLKey key, int state) } else if(key == keymap.fire) { + if (state == UP) + input.old_fire = UP; input.fire = state; return true; } @@ -139,11 +135,11 @@ void Player::level_begin() { base.x = 100; - base.y = 240; + base.y = 170; base.xm = 0; base.ym = 0; - old_base = base; - previous_base = base; + previous_base = old_base = base; + duck = false; dying = DYING_NOT; @@ -162,32 +158,48 @@ Player::action(double frame_ratio) { bool jumped_in_solid = false; - /* --- HANDLE TUX! --- */ - - if(!dying) - handle_input(); + if (input.fire == UP) + holding_something = false; /* Move tux: */ previous_base = base; + /* --- HANDLE TUX! --- */ + if(dying == DYING_NOT) + handle_input(); + physic.apply(frame_ratio, base.x, base.y); - if (!dying) + 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: */ + // Don't accelerate Tux if he is running against a wall + if (target.x != base.x) + { + physic.set_velocity_x(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 += frame_ratio * WALK_SPEED * (dir ? 1 : -1); + previous_base = old_base = base; + } + keep_in_bounds(); - if( !on_ground()) + // 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; } } @@ -197,7 +209,7 @@ 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); @@ -245,52 +257,15 @@ Player::action(double frame_ratio) jumping = false; } } - } - safe_timer.check(); - - /* ---- DONE HANDLING TUX! --- */ - /* Handle invincibility timer: */ - if (get_current_music() == HERRING_MUSIC && !invincible_timer.check()) - { - /* - 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 @@ -310,118 +285,102 @@ Player::under_solid() } void -Player::handle_horizontal_input(int newdir) +Player::handle_horizontal_input() { - if(duck) - return; - 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 - && !skidding_timer.started()) - { - skidding_timer.start(SKID_TIME); - play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER); - return; - } - - if ((newdir ? (vx < 0) : (vx > 0)) && !isice(base.x, base.y + base.height) && - !skidding_timer.started()) - { - //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)) { + dir = LEFT; + dirsign = -1; + } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) { + 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) + if(input.up == DOWN && input.old_up == UP) { if (on_ground()) { - // jump - physic.set_velocity(physic.get_velocity_x(), 5.5); + // jump higher if we are running + if (physic.get_velocity_x() > MAX_WALK_XM) + physic.set_velocity_y(5.8); + else + physic.set_velocity_y(5.2); + --base.y; jumping = true; if (size == SMALL) @@ -434,7 +393,7 @@ Player::handle_vertical_input() { jumping = false; if(physic.get_velocity_y() > 0) { - physic.set_velocity(physic.get_velocity_x(), 0); + physic.set_velocity_y(0); } } } @@ -442,30 +401,8 @@ Player::handle_vertical_input() 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? */ @@ -473,55 +410,17 @@ Player::handle_input() { handle_vertical_input(); } + input.old_up = input.up; /* Shoot! */ if (input.fire == DOWN && input.old_fire == UP && got_coffee) { World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir); + input.old_fire = DOWN; } - - /* Duck! */ - - if (input.down == DOWN) - { - if (size == BIG && duck != true) - { - duck = true; - base.height = 32; - base.y += 32; - } - } - else - { - 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): */ - + /* tux animations: */ if(!frame_timer.check()) { frame_timer.start(25); @@ -543,6 +442,36 @@ 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 && physic.get_velocity_y() == 0 && on_ground()) + { + duck = false; + base.y -= 32; + base.height = 64; + // changing base size confuses collision otherwise + old_base = previous_base = base; + } +} + +void +Player::grow() +{ + if(size == BIG) + return; + + size = BIG; + base.height = 64; + base.y -= 32; + + old_base = previous_base = base; } void @@ -566,11 +495,11 @@ 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); } @@ -581,210 +510,90 @@ Player::draw() { if (!safe_timer.started() || (global_frame_counter % 2) == 0) { - if (size == SMALL) + if (dying == DYING_SQUISHED) { - if (invincible_timer.started()) + smalltux_gameover->draw(base.x - scroll_x, base.y); + } + else + { + PlayerSprite* sprite; + + if (size == SMALL) + sprite = &smalltux; + else if (got_coffee) + sprite = &firetux; + else + sprite = &largetux; + + 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(base.x - scroll_x, base.y); + else + sprite->duck_left->draw(base.x - scroll_x, base.y); } - - - 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(base.x - scroll_x, base.y); 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(base.x - scroll_x, base.y); } - 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(base.x - scroll_x, base.y); else - { - texture_draw(&firetux_left[frame_], base.x- scroll_x, base.y); - } + sprite->kick_left->draw(base.x - scroll_x, base.y); } - } - else - { - if (invincible_timer.started()) + 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(base.x - scroll_x, base.y); else - { - texture_draw(&bigcape_left[global_frame_counter % 2], - base.x-scroll_x - 8, base.y); - } + sprite->jump_left->draw(base.x - scroll_x, base.y); } - - if (!got_coffee) + else { - if (!duck) + if (fabsf(physic.get_velocity_x()) < 1.0f) // standing { - if (!skidding_timer.started()) - { - 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); - } - } - } + if (dir == RIGHT) + sprite->stand_right->draw( base.x - scroll_x, 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); - } - } + sprite->stand_left->draw( base.x - scroll_x, base.y); } - else + else // moving { if (dir == RIGHT) - { - texture_draw(&ducktux_right, base.x- scroll_x - 8, base.y - 16); - } + sprite->walk_right->draw(base.x - scroll_x, base.y); else - { - texture_draw(&ducktux_left, base.x- scroll_x - 8, base.y - 16); - } + sprite->walk_left->draw(base.x - scroll_x, base.y); } } - else + + // Draw arm overlay graphics when Tux is holding something + if (holding_something && physic.get_velocity_y() == 0) { - /* Tux has coffee! */ + if (dir == RIGHT) + sprite->grab_right->draw(base.x - scroll_x, base.y); + else + sprite->grab_left->draw(base.x - scroll_x, base.y); + } - if (!duck) - { - if (!skidding_timer.started()) - { - 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); - } - } - } - 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); - } - } - } + // Draw blinking star overlay + if (invincible_timer.started()) + { + if (size == SMALL || duck) + smalltux_star->draw(base.x - scroll_x, base.y); else - { - if (dir == RIGHT) - { - texture_draw(&duckfiretux_right, base.x- scroll_x - 8, base.y - 16); - } - else - { - texture_draw(&duckfiretux_left, base.x- scroll_x - 8, base.y - 16); - } - } + largetux_star->draw(base.x - scroll_x, base.y); } } - } - - if(dying) - text_drawf(&gold_text,"Penguins can fly !:",0,0,A_HMIDDLE,A_VMIDDLE,1); + } + + if (debug_mode) + fillrect(base.x - scroll_x, base.y, + base.width, base.height, 75,75,75, 150); } void @@ -796,41 +605,37 @@ Player::collision(void* p_c_object, int 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 && !safe_timer.started() && - pbad_c->mode != HELD) + 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) + { + // Don't get hurt if we're kicking a flat badguy! + } + else if (pbad_c->mode == BadGuy::KICK) { - if (base.y < pbad_c->base.y - 16) + /* 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 (!invincible_timer.started()) - { - 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->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); } } else @@ -841,7 +646,7 @@ Player::collision(void* p_c_object, int c_object) } else { - pbad_c->kill_me(); + pbad_c->kill_me(25); } } player_status.score_multiplier++; @@ -856,27 +661,28 @@ Player::collision(void* p_c_object, int c_object) /* Kill Player! */ void -Player::kill(int mode) +Player::kill(HurtMode mode) { 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; - + { + got_coffee = false; + } + 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); @@ -887,9 +693,6 @@ Player::kill(int mode) void Player::is_dying() { - /* He died :^( */ - - --lives; remove_powerups(); dying = DYING_NOT; } @@ -917,42 +720,54 @@ Player::keep_in_bounds() Level* plevel = World::current()->get_level(); /* 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) - { - /* ... unless there's no more to scroll! */ - - /*base.x= 608 + scroll_x;*/ + else if (base.x < scroll_x) + { + base.x = scroll_x; } /* Keep in-bounds, vertically: */ - if (base.y > screen->h) { kill(KILL); } + + int scroll_threshold = screen->w/2 - 80; + if (debug_mode) + { + scroll_x += screen->w/2; + // Backscrolling for debug mode + if (scroll_x < base.x - 80) + scroll_x = base.x - 80; + else if (scroll_x > base.x + 80) + scroll_x = base.x + 80; + scroll_x -= screen->w/2; + + if(scroll_x < 0) + scroll_x = 0; + } + else + { + if (base.x > scroll_threshold + 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 - scroll_threshold; + + // Lock the scrolling to the levelsize, so that we don't + // scroll over the right border + if (scroll_x > 32 * plevel->width - screen->w) + scroll_x = 32 * plevel->width - screen->w; + } + } } + +// EOF // +