last_ground_y = 0;
fall_mode = ON_GROUND;
jumping = false;
- flapping = false;
can_jump = true;
- can_flap = false;
- falling_from_flap = false;
- enable_hover = false;
butt_jump = false;
deactivated = false;
+ backflipping = false;
+ backflip_direction = 0;
- flapping_velocity = 0;
-
- // temporary to help player's choosing a flapping
- flapping_mode = NO_FLAP;
-
- // Ricardo's flapping
- flaps_nb = 0;
-
on_ground_flag = false;
grabbed_object = 0;
bbox.get_height()*0.66666 - 32);
grabbed_object->grab(*this, pos);
}
+
+ if (backflipping) {
+ if (backflip_direction == 0) {
+ dir == LEFT ? backflip_direction = 1 : backflip_direction = -1;
+ }
+ else backflip_direction == 1 ? dir = LEFT : dir = RIGHT; //prevent player from changing direction when backflipping
+ if (backflip_timer.check()) physic.set_velocity_x(100 * backflip_direction);
+ }
}
bool
if(on_ground()) { /* Make sure jumping is off. */
jumping = false;
- flapping = false;
- falling_from_flap = false;
- if (flapping_timer.started()) {
- flapping_timer.stop();
+ if (backflipping) {
+ backflipping = false;
+ backflip_direction = 0;
}
-
- physic.set_acceleration_y(0); //for flapping
}
// Press jump key
if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
- if (duck) // only jump a little bit when in duck mode
- physic.set_velocity_y(300);
+ if (duck) {
+ if (physic.get_velocity_x() != 0) // only jump a little bit when running ducked
+ physic.set_velocity_y(300);
+ else { //do a backflip
+ backflipping = true;
+ physic.set_velocity_y(580);
+ backflip_timer.start(0.15);
+ }
+ }
else if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) // jump higher if we are running
physic.set_velocity_y(580);
else
//bbox.move(Vector(0, -1));
jumping = true;
- flapping = false;
can_jump = false;
- can_flap = false;
- flaps_nb = 0; // Ricardo's flapping
if (is_big())
sound_manager->play("sounds/bigjump.wav");
else
sound_manager->play("sounds/jump.wav");
} else if(!controller->hold(Controller::JUMP)) { // Let go of jump key
- if (!flapping && !duck && !falling_from_flap && !on_ground()) {
- can_flap = true;
- }
- if (jumping && physic.get_velocity_y() > 0) {
+ if (!backflipping && jumping && physic.get_velocity_y() > 0) {
jumping = false;
physic.set_velocity_y(0);
}
}
-#if CHOOSEFLAPSTYLE
- // temporary to help players choosing a flapping
- if(flapping_mode == RICARDO_FLAP) {
- // Flapping, Ricardo's version
- // similar to SM3 Fox
- if(controller->pressed(Controller::JUMP) && can_flap && flaps_nb < 3) {
- physic.set_velocity_y(350);
- physic.set_velocity_x(physic.get_velocity_x() * 35);
- flaps_nb++;
- }
- } else if(flapping_mode == MAREK_FLAP) {
-#endif
- // Flapping, Marek and Ondra's version
- if (controller->hold(Controller::JUMP) && can_flap)
- {
- if (flapping_timer.check())
- {
- can_flap = false;
- //flapping = false;
- falling_from_flap = true;
- }
- else if (!flapping_timer.started())
- {
- flapping_timer.start(TUX_FLAPPING_TIME);
- flapping_velocity = physic.get_velocity_x();
- }
- else
- {
- jumping = true;
- flapping = true;
- float cv = flapping_velocity * sqrt(
- TUX_FLAPPING_TIME - flapping_timer.get_timegone()
- / TUX_FLAPPING_TIME);
-
- //Handle change of direction while flapping
- if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {
- cv *= (-1);
- }
- else if (cv == 0) {
- if (controller->hold(Controller::LEFT)) {
- cv = -TUX_FLAPPING_LEAST_X;
- }
- else if (controller->hold(Controller::RIGHT)) {
- cv = TUX_FLAPPING_LEAST_X;
- }
- }
- physic.set_velocity_x(cv);
- physic.set_velocity_y(flapping_timer.get_timegone()
- * TUX_FLAPPING_STRENGTH);
- //std::cout << "Timegone: " << flapping_timer.get_timegone() << ", Y velocity: " << physic.get_velocity_y() << "\n";
- }
- }
-#if CHOOSEFLAPSTYLE
- } else if(flapping_mode == RYAN_FLAP) {
- // Flapping, Ryan's version
- if (controller->hold(Controller::JUMP) && can_flap)
- {
- if (!flapping_timer.started())
- {
- flapping_timer.start(TUX_FLAPPING_TIME);
- }
- if (flapping_timer.check())
- {
- can_flap = false;
- falling_from_flap = true;
- }
- jumping = true;
- flapping = true;
- if (flapping && flapping_timer.get_timegone() <= TUX_FLAPPING_TIME
- && physic.get_velocity_y() < 0)
- {
- float gravity = Sector::current()->gravity;
- (void)gravity;
- float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
-
- // XXX: magic numbers. should be a percent of gravity
- // gravity is (by default) -0.1f
- physic.set_acceleration_y(12 + 1*xr);
-
-#if 0
- // To slow down x-vel when flapping (not working)
- if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM)
- {
- if (physic.get_velocity_x() < 0)
- physic.set_acceleration_x(1.0f);
- else if (physic.get_velocity_x() > 0)
- physic.set_acceleration_x(-1.0f);
- }
-#endif
- }
- } else {
- physic.set_acceleration_y(0);
- }
- }
-#endif
/* In case the player has pressed Down while in a certain range of air,
enable butt jump action */
Player::handle_input()
{
/* Handle horizontal movement: */
- handle_horizontal_input();
+ if (!backflipping) handle_horizontal_input();
/* Jump/jumping? */
if (on_ground() && !controller->hold(Controller::JUMP))
void
Player::bounce(BadGuy& )
{
- //Make sure we stopped flapping
- flapping = false;
- falling_from_flap = false;
-
if(controller->hold(Controller::JUMP))
physic.set_velocity_y(520);
else