X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fplayer.cpp;h=f9a6032fd2155f2262930a4bb0ae9cf6497c8512;hb=cf4de5d58eb99a11369c329c01bfa5abe4b0a398;hp=27d909e6681b124c3a34223cf4b636d5a2c79338;hpb=73d5a49c30eea598c9d3c06b69dbbbcd0d315dd1;p=supertux.git diff --git a/src/player.cpp b/src/player.cpp index 27d909e66..f9a6032fd 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -27,7 +27,12 @@ #include "scene.h" #include "tile.h" #include "sprite.h" -#include "screen.h" +#include "sector.h" +#include "tilemap.h" +#include "camera.h" +#include "gameobjs.h" +#include "interactive_object.h" +#include "screen/screen.h" // behavior definitions: #define TILES_FOR_BUTTJUMP 3 @@ -53,7 +58,8 @@ PlayerKeymap keymap; PlayerKeymap::PlayerKeymap() { - keymap.jump = SDLK_UP; + keymap.jump = SDLK_SPACE; + keymap.activate = SDLK_UP; keymap.duck = SDLK_DOWN; keymap.left = SDLK_LEFT; keymap.right = SDLK_RIGHT; @@ -69,12 +75,11 @@ void player_input_init(player_input_type* pplayer_input) pplayer_input->right = UP; pplayer_input->up = UP; pplayer_input->old_up = UP; + pplayer_input->activate = UP; } -Player::Player(DisplayManager& display_manager) +Player::Player() { - display_manager.add_drawable(this, LAYER_OBJECTS-1); // for tux himself - display_manager.add_drawable(this, LAYER_OBJECTS+1); // for the arm init(); } @@ -154,6 +159,23 @@ Player::key_event(SDLKey key, int state) input.fire = state; return true; } + else if(key == keymap.activate) + { + input.activate = state; + + if(state == DOWN) { + /** check for interactive objects */ + for(Sector::InteractiveObjects::iterator i + = Sector::current()->interactive_objects.begin(); + i != Sector::current()->interactive_objects.end(); ++i) { + if(rectcollision(base, (*i)->get_area())) { + (*i)->interaction(INTERACTION_ACTIVATE); + } + } + } + + return true; + } else return false; } @@ -239,6 +261,7 @@ Player::action(float elapsed_time) // fall down physic.set_velocity_y(0); jumped_in_solid = true; + jumping = false; } } else @@ -261,26 +284,30 @@ Player::action(float elapsed_time) if (isbrick(base.x, base.y) || isfullbox(base.x, base.y)) { - World::current()->trygrabdistro(base.x, base.y - 32,BOUNCE); - World::current()->trybumpbadguy(base.x, base.y - 64); + Sector::current()->trygrabdistro( + Vector(base.x, base.y - 32), BOUNCE); + Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64)); - World::current()->trybreakbrick(base.x, base.y, size == SMALL); + Sector::current()->trybreakbrick( + Vector(base.x, base.y), size == SMALL); bumpbrick(base.x, base.y); - World::current()->tryemptybox(base.x, base.y, RIGHT); + Sector::current()->tryemptybox(Vector(base.x, base.y), RIGHT); } if (isbrick(base.x+ 31, base.y) || isfullbox(base.x+ 31, base.y)) { - World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE); - World::current()->trybumpbadguy(base.x+ 31, base.y - 64); + Sector::current()->trygrabdistro( + Vector(base.x+ 31, base.y - 32), BOUNCE); + Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64)); if(size == BIG) - World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL); + Sector::current()->trybreakbrick( + Vector(base.x+ 31, base.y), size == SMALL); bumpbrick(base.x+ 31, base.y); - World::current()->tryemptybox(base.x+ 31, base.y, LEFT); + Sector::current()->tryemptybox(Vector(base.x+ 31, base.y), LEFT); } } @@ -312,7 +339,7 @@ Player::on_ground() { return ( issolid(base.x + base.width / 2, base.y + base.height) || issolid(base.x + 1, base.y + base.height) || - issolid(base.x + base.width - 1, base.y + base.height) ); + issolid(base.x + base.width - 1, base.y + base.height)); } bool @@ -467,22 +494,44 @@ Player::handle_vertical_input() /* 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)) + if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping) butt_jump = true; /* When Down is not held anymore, disable butt jump */ if(butt_jump && input.down == UP) butt_jump = false; + // Do butt jump 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; + + // 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) + { + if (fabsf(base.x - badguy->base.x) < 300 && + fabsf(base.y - badguy->base.y) < 300 && + (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) || + issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height))) + badguy->kill_me(25); + } } -// 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) || @@ -517,7 +566,7 @@ Player::handle_input() /* Shoot! */ if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER) { - if(World::current()->add_bullet(Vector(base.x, base.y + (base.height/2)), + if(Sector::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; @@ -594,16 +643,20 @@ Player::grabdistros() /* Grab distros: */ if (!dying) { - World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE); - World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE); + Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE); + Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE); - World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE); - World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE); + Sector::current()->trygrabdistro( + Vector(base.x, base.y + base.height), NO_BOUNCE); + Sector::current()->trygrabdistro( + Vector(base.x+ 31, base.y + base.height), NO_BOUNCE); if(size == BIG) { - World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE); - World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE); + Sector::current()->trygrabdistro( + Vector(base.x, base.y + base.height / 2), NO_BOUNCE); + Sector::current()->trygrabdistro( + Vector(base.x+ 31, base.y + base.height / 2), NO_BOUNCE); } } @@ -620,7 +673,7 @@ Player::grabdistros() } void -Player::draw(Camera& viewport, int layer) +Player::draw(DrawingContext& context) { PlayerSprite* sprite; @@ -633,98 +686,94 @@ Player::draw(Camera& viewport, int layer) 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 (dir == RIGHT) - sprite->grab_right->draw(pos); - else - sprite->grab_left->draw(pos); - } + int layer = LAYER_OBJECTS - 1; + Vector pos = Vector(base.x, base.y); - // 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) { - smalltux_gameover->draw(pos); + smalltux_gameover->draw(context, pos, LAYER_OBJECTS); } else { if(growing_timer.check()) { if (dir == RIGHT) - growingtux_right->draw(pos); + growingtux_right->draw(context, pos, layer); else - growingtux_left->draw(pos); + growingtux_left->draw(context, pos, layer); } else if (duck && size != SMALL) { if (dir == RIGHT) - sprite->duck_right->draw(pos); + sprite->duck_right->draw(context, pos, layer); else - sprite->duck_left->draw(pos); + sprite->duck_left->draw(context, pos, layer); } else if (skidding_timer.started()) { if (dir == RIGHT) - sprite->skid_right->draw(pos); + sprite->skid_right->draw(context, pos, layer); else - sprite->skid_left->draw(pos); + sprite->skid_left->draw(context, pos, layer); } else if (kick_timer.started()) { if (dir == RIGHT) - sprite->kick_right->draw(pos); + sprite->kick_right->draw(context, pos, layer); else - sprite->kick_left->draw(pos); + sprite->kick_left->draw(context, pos, layer); } else if (physic.get_velocity_y() != 0) { if (dir == RIGHT) - sprite->jump_right->draw(pos); + sprite->jump_right->draw(context, pos, layer); else - sprite->jump_left->draw(pos); + sprite->jump_left->draw(context, pos, layer); } else { if (fabsf(physic.get_velocity_x()) < 1.0f) // standing { if (dir == RIGHT) - sprite->stand_right->draw(pos); + sprite->stand_right->draw(context, pos, layer); else - sprite->stand_left->draw(pos); + sprite->stand_left->draw(context, pos, layer); } else // moving { if (dir == RIGHT) - sprite->walk_right->draw(pos); + sprite->walk_right->draw(context, pos, layer); else - sprite->walk_left->draw(pos); + sprite->walk_left->draw(context, pos, layer); } } } } - + + // Draw arm overlay graphics when Tux is holding something + if ((holding_something && physic.get_velocity_y() == 0) || shooting_timer.check() && !duck) + { + if (dir == RIGHT) + sprite->grab_right->draw(context, pos, LAYER_OBJECTS + 1); + else + sprite->grab_left->draw(context, pos, LAYER_OBJECTS + 1); + } + + // 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(context, pos, LAYER_OBJECTS + 2); + else + largetux_star->draw(context, pos, LAYER_OBJECTS + 2); + } + if (debug_mode) - fillrect(base.x - viewport.get_translation().x, - base.y - viewport.get_translation().y, - base.width, base.height, 75,75,75, 150); + context.draw_filled_rect(Vector(base.x, base.y), + Vector(base.width, base.height), Color(75,75,75, 150), LAYER_OBJECTS+1); } void @@ -904,7 +953,7 @@ Player::move(const Vector& vector) } void -Player::check_bounds(Camera& viewport) +Player::check_bounds(Camera* camera) { /* Keep tux in bounds: */ if (base.x < 0) @@ -914,7 +963,7 @@ Player::check_bounds(Camera& viewport) } /* Keep in-bounds, vertically: */ - if (base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32) + if (base.y > Sector::current()->solids->get_height() * 32) { kill(KILL); return; @@ -922,12 +971,12 @@ Player::check_bounds(Camera& viewport) bool adjust = false; // can happen if back scrolling is disabled - if(base.x < viewport.get_translation().x) { - base.x = viewport.get_translation().x; + if(base.x < camera->get_translation().x) { + base.x = camera->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; + if(base.x >= camera->get_translation().x + screen->w - base.width) { + base.x = camera->get_translation().x + screen->w - base.width; adjust = true; } @@ -940,5 +989,3 @@ Player::check_bounds(Camera& viewport) } } -// EOF // -