AxisMap::iterator right = joy_axis_map.find(std::make_pair(jaxis.which, axis));
if(left == joy_axis_map.end()) {
- std::cout << "Unmapped joyaxis " << (int)jaxis.axis << " moved" << std::endl;
+ // std::cout << "Unmapped joyaxis " << (int)jaxis.axis << " moved" << std::endl;
} else {
if (jaxis.value < -dead_zone)
set_joy_controls(left->second, true);
}
if(right == joy_axis_map.end()) {
- std::cout << "Unmapped joyaxis " << (int)jaxis.axis << " moved" << std::endl;
+ // std::cout << "Unmapped joyaxis " << (int)jaxis.axis << " moved" << std::endl;
} else {
if (jaxis.value < -dead_zone)
set_joy_controls(right->second, false);
static const float JUMP_GRACE_TIME = 0.25f; /**< time before hitting the ground that the jump button may be pressed (and still trigger a jump) */
+/* Tux's collision rectangle */
+static const float TUX_WIDTH = 31.8f;
+static const float RUNNING_TUX_WIDTH = 34;
+static const float SMALL_TUX_HEIGHT = 30.8f;
+static const float BIG_TUX_HEIGHT = 62.8f;
+static const float DUCKED_TUX_HEIGHT = 31.8f;
+
bool no_water = true;
}
Player::init()
{
if(is_big())
- set_size(31.8f, 62.8f);
+ set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
else
- set_size(31.8f, 30.8f);
+ set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
dir = RIGHT;
old_dir = dir;
bbox2.move(Vector(0, bbox.get_height() - new_height));
bbox2.set_height(new_height);
+
if(new_height > bbox.get_height()) {
Rectf additional_space = bbox2;
additional_space.set_height(new_height - bbox.get_height());
// 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);
+ set_width(RUNNING_TUX_WIDTH);
} else {
- set_width(31.8f);
+ set_width(TUX_WIDTH);
}
// on downward slopes, adjust vertical velocity so tux walks smoothly down
if (does_buttjump)
return;
- if (adjust_height(31.8f)) {
+ if (adjust_height(DUCKED_TUX_HEIGHT)) {
duck = true;
growing = false;
unduck_hurt_timer.stop();
if (backflipping)
return;
- if (adjust_height(63.8f)) {
+ if (adjust_height(BIG_TUX_HEIGHT)) {
duck = false;
unduck_hurt_timer.stop();
} else {
bool
Player::set_bonus(BonusType type, bool animate)
{
- if(player_status->bonus == NO_BONUS) {
- if (!adjust_height(62.8f)) {
+ if((player_status->bonus == NO_BONUS) && (type != NO_BONUS)) {
+ if (!adjust_height(BIG_TUX_HEIGHT)) {
printf("can't adjust\n");
return false;
}
set_bonus(GROWUP_BONUS, true);
} else if(player_status->bonus == GROWUP_BONUS) {
safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
- adjust_height(30.8f);
+ adjust_height(SMALL_TUX_HEIGHT);
duck = false;
backflipping = false;
set_bonus(NO_BONUS, true);
} else if(player_status->bonus == NO_BONUS) {
safe_timer.start(TUX_SAFE_TIME);
- adjust_height(30.8f);
+ adjust_height(SMALL_TUX_HEIGHT);
duck = false;
}
} else {
{
set_pos(vector);
- // TODO: do we need the following? Seems irrelevant to moving the player
+ // Reset size to get correct hitbox if Tux was eg. ducked before moving
if(is_big())
- set_size(31.8f, 63.8f);
+ set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
else
- set_size(31.8f, 31.8f);
+ set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
duck = false;
backflipping = false;
last_ground_y = vector.y;