From: Ingo Ruhnke Date: Mon, 12 Apr 2004 13:16:19 +0000 (+0000) Subject: commited MatzeB's slider patch X-Git-Url: https://git.verplant.org/?a=commitdiff_plain;h=9049bc39abe1375659584ed8cf950faf8b6a5145;p=supertux.git commited MatzeB's slider patch SVN-Revision: 504 --- diff --git a/src/badguy.cpp b/src/badguy.cpp index 45a02a0ff..1975cdf24 100644 --- a/src/badguy.cpp +++ b/src/badguy.cpp @@ -269,6 +269,7 @@ BadGuy::action_laptop(float frame_ratio) base.x -= 24; else base.x += 24; + old_base = base; mode=KICK; set_texture(img_laptop_flat_left, img_laptop_flat_right, 1); diff --git a/src/defines.h b/src/defines.h index 97c7a7849..6ea3cd752 100644 --- a/src/defines.h +++ b/src/defines.h @@ -76,6 +76,8 @@ enum DyingType { #define GRAVITY 1.0 #define YM_FOR_JUMP 6.0 +#define WALK_ACCELERATION_X 0.02 +#define RUN_ACCELERATION_X 0.03 #define KILL_BOUNCE_YM 8.0 #define SKID_XM 2.0 diff --git a/src/gameloop.cpp b/src/gameloop.cpp index 834f98ffc..e111f68f6 100644 --- a/src/gameloop.cpp +++ b/src/gameloop.cpp @@ -614,7 +614,7 @@ GameSession::run() } } - else + else if(tux.dying == DYING_NOT) tux.kill(KILL); /* Calculate frames per second */ diff --git a/src/player.cpp b/src/player.cpp index 3b70aeb70..337c52f33 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -74,7 +74,7 @@ Player::init() base.y = 240; base.xm = 0; base.ym = 0; - old_base = base; + previous_base = old_base = base; dir = RIGHT; duck = false; @@ -142,8 +142,8 @@ Player::level_begin() 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; @@ -164,20 +164,28 @@ Player::action(double frame_ratio) /* --- 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: */ @@ -245,11 +253,8 @@ Player::action(double frame_ratio) jumping = false; } } - } - safe_timer.check(); - /* ---- DONE HANDLING TUX! --- */ @@ -280,10 +285,6 @@ Player::action(double frame_ratio) 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) @@ -291,6 +292,27 @@ Player::action(double frame_ratio) 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 @@ -310,107 +332,74 @@ 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(!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 @@ -418,7 +407,7 @@ Player::handle_vertical_input() { if(input.up == DOWN) { - if (on_ground()) + if (on_ground() && !duck) { // jump physic.set_velocity(physic.get_velocity_x(), 5.5); @@ -442,30 +431,8 @@ 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? */ @@ -481,47 +448,7 @@ Player::handle_input() 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); @@ -543,6 +470,22 @@ Player::handle_input() } } + /* 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 @@ -647,16 +590,20 @@ Player::draw() { 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); } } @@ -871,14 +818,12 @@ Player::kill(int mode) 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); diff --git a/src/player.h b/src/player.h index 0c80910cb..ecf0185f3 100644 --- a/src/player.h +++ b/src/player.h @@ -135,7 +135,7 @@ class Player bool under_solid(); private: - void handle_horizontal_input(int dir); + void handle_horizontal_input(); void handle_vertical_input(); void remove_powerups(); };