base.y = 240;
base.xm = 0;
base.ym = 0;
- old_base = base;
+ previous_base = old_base = base;
dir = RIGHT;
duck = false;
base.y = 240;
base.xm = 0;
base.ym = 0;
- old_base = base;
- previous_base = base;
+ previous_base = old_base = base;
+ duck = false;
dying = DYING_NOT;
/* --- HANDLE TUX! --- */
- if(!dying)
+ if(dying == DYING_NOT)
handle_input();
/* Move tux: */
previous_base = base;
+ duck = false;
physic.apply(frame_ratio, base.x, base.y);
-
- if (!dying)
- {
-
- collision_swept_object_map(&old_base,&base);
+ if(dying == DYING_NOT) {
+ collision_swept_object_map(&old_base, &base);
+ // 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 (dying == DYING_NOT)
+ {
/* Land: */
jumping = false;
}
}
-
}
- safe_timer.check();
-
/* ---- DONE HANDLING TUX! --- */
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;
}
+ /* Duck! */
+ if (input.down == DOWN && size == BIG && !duck)
+ {
+ 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)
+ {
+ duck = false;
+ base.y -= 32;
+ base.height = 64;
+ old_base = previous_base = base;
+ }
+
+ // check some timers
+ skidding_timer.check();
+ invincible_timer.check();
+ safe_timer.check();
}
bool
}
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(!duck && input.left == DOWN && input.right == UP) {
+ dir = LEFT;
+ dirsign = -1;
+ } else if(!duck && input.left == UP && input.right == DOWN) {
+ 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;
}
- physic.set_acceleration(newdir ? 0.03 : -0.03, 0);
- if(fabs(vx) < 1) // set some basic run speed
- vx = newdir ? 1 : -1;
-
-#if 0
- vx = vx + ( newdir ? RUN_SPEED : -RUN_SPEED) * frame_ratio;
-
- 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;
-
- 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
- }
-
+ }
+
+ // 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;
+ }
+ }
+
+ // 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;
+ }
+ }
+
physic.set_velocity(vx, vy);
+ physic.set_acceleration(ax, ay);
}
void
{
if(input.up == DOWN)
{
- if (on_ground())
+ if (on_ground() && !duck)
{
// jump
physic.set_velocity(physic.get_velocity_x(), 5.5);
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? */
World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir);
}
-
- /* 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);
}
}
+ /* Duck! */
+ if (input.down == DOWN && size == BIG && !duck)
+ {
+ 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)
+ {
+ duck = false;
+ base.y -= 32;
+ base.height = 64;
+ old_base = previous_base = base;
+ }
}
void
{
if (invincible_timer.started())
{
- /* Draw cape: */
+ float capex = base.x + (base.width - bigcape_right[0].w) / 2;
+ capex -= scroll_x;
+ float capey = base.y + (base.height - bigcape_right[0].h) / 2;
+
+ /* Draw cape (just not in ducked mode since that looks silly): */
if (dir == RIGHT)
{
texture_draw(&bigcape_right[global_frame_counter % 2],
- base.x- scroll_x - 8, base.y);
+ capex, capey);
}
else
{
texture_draw(&bigcape_left[global_frame_counter % 2],
- base.x-scroll_x - 8, base.y);
+ capex, capey);
}
}
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);