Florian Forster [Thu, 4 Mar 2010 18:38:59 +0000 (18:38 +0000)]
supertux/game_session.[ch]pp: Fix a segmantation fault when loading an invalid level file.
SVN-Revision: 6545
Florian Forster [Thu, 4 Mar 2010 18:10:53 +0000 (18:10 +0000)]
supertux/man/man6/supertux2.6: Fix a syntax error.
Thanks to Christoph Egger for the fix.
SVN-Revision: 6544
Florian Forster [Thu, 4 Mar 2010 13:37:38 +0000 (13:37 +0000)]
Level 1-22 "A Mysterious House of Ice": Replace some forgotten "ice" background tiles.
SVN-Revision: 6543
Florian Forster [Thu, 4 Mar 2010 13:13:53 +0000 (13:13 +0000)]
Cannon: Use the cannon's and badguy's bounding boxes to calculate the starting position.
The previous code assumed width of no more than 32 pixels to work correctly.
mathnerd314's change in revision 6530 widened that a bit, but could only be
considered a dirty hack. This change should work for arbitrary badguy widths,
moving narrow badguys (Short Fuse, for example) closer to the Cannon when shot
to the left.
SVN-Revision: 6542
Florian Forster [Thu, 4 Mar 2010 13:06:41 +0000 (13:06 +0000)]
Snowshot: Call ->set_action() in the constructor.
Otherwise the bounding box will be initialized to "collision-left" which is
only 15 pixels wide. This will be corrected by ->initialize() eventually, but
by then it's too late for the "Cannon" code.
SVN-Revision: 6541
Ingo Ruhnke [Thu, 4 Mar 2010 10:13:26 +0000 (10:13 +0000)]
Removed speed limit when grabbing normal objects
SVN-Revision: 6540
Mathnerd314 [Thu, 4 Mar 2010 02:42:48 +0000 (02:42 +0000)]
Minor cleanup in SoundManager
SVN-Revision: 6539
Mathnerd314 [Thu, 4 Mar 2010 02:41:22 +0000 (02:41 +0000)]
Use static casts in GL::Renderer
SVN-Revision: 6538
Mathnerd314 [Thu, 4 Mar 2010 02:39:19 +0000 (02:39 +0000)]
Small cleanup of Sector::get_nearest_player
SVN-Revision: 6537
Mathnerd314 [Thu, 4 Mar 2010 02:37:48 +0000 (02:37 +0000)]
Remove walk key
SVN-Revision: 6536
Mathnerd314 [Wed, 3 Mar 2010 08:18:04 +0000 (08:18 +0000)]
Tweak offsets a bit so kamikazesnowball doesn't die.
SVN-Revision: 6530
Mathnerd314 [Wed, 3 Mar 2010 07:11:24 +0000 (07:11 +0000)]
Don't save state of initial worldmap before loading it
SVN-Revision: 6529
Mathnerd314 [Wed, 3 Mar 2010 07:07:41 +0000 (07:07 +0000)]
Apparently C++ doesn't automatically convert from std::string to const char*...
SVN-Revision: 6528
Mathnerd314 [Wed, 3 Mar 2010 06:54:58 +0000 (06:54 +0000)]
Check that savegame exists before trying to load it.
SVN-Revision: 6527
Mathnerd314 [Wed, 3 Mar 2010 06:50:54 +0000 (06:50 +0000)]
someone forgot a ! in world.cpp...
SVN-Revision: 6526
Mathnerd314 [Wed, 3 Mar 2010 06:22:36 +0000 (06:22 +0000)]
Change Mysterious House of Ice to use dark bg tiles.
SVN-Revision: 6525
Ingo Ruhnke [Tue, 2 Mar 2010 19:36:22 +0000 (19:36 +0000)]
Removed unused TileSet member variable from Tile
SVN-Revision: 6522
Florian Forster [Tue, 2 Mar 2010 19:02:32 +0000 (19:02 +0000)]
Haywire: Fix a null-pointer dereference when Haywire gets hit by an iceblock.
SVN-Revision: 6520
Mathnerd314 [Tue, 2 Mar 2010 19:00:31 +0000 (19:00 +0000)]
Some install changes to CMakeLists.txt
SVN-Revision: 6519
Ingo Ruhnke [Tue, 2 Mar 2010 17:18:32 +0000 (17:18 +0000)]
Added background image, removed snow particles (visual overkill)
SVN-Revision: 6518
Arvid Norlander [Tue, 2 Mar 2010 16:46:29 +0000 (16:46 +0000)]
Update sv.po to match recent changes. Also reword some bits to work better.
SVN-Revision: 6517
Florian Forster [Tue, 2 Mar 2010 16:35:34 +0000 (16:35 +0000)]
Level 1-12 "Into the Stars": Changed the level height to 60 tiles.
For a level with this name, I felt it was reasonable to make a level that
actually went up. A (somewhat hidden) passage with a moving platform has been
added to give the level some "verticality".
SVN-Revision: 6516
Florian Forster [Tue, 2 Mar 2010 16:03:22 +0000 (16:03 +0000)]
Level 1-01: Fixed decal filenames.
Renamed them in SVN but forgot to adapt the level, sorry.
SVN-Revision: 6515
Florian Forster [Tue, 2 Mar 2010 14:09:41 +0000 (14:09 +0000)]
Level 1-10 "23rd Airborne": Added a (somewhat hidden) low passage.
SVN-Revision: 6514
Florian Forster [Tue, 2 Mar 2010 11:54:42 +0000 (11:54 +0000)]
Short Fuse: Make badguy shootable with the fireflower.
Seemed illogical not to.
SVN-Revision: 6513
Florian Forster [Tue, 2 Mar 2010 11:34:03 +0000 (11:34 +0000)]
Short Fuse: Implemented the new minibomb from the Milestone 2 Design Document.
Short Fuse is a small version of Mr. Bomb, possibly his offspring. Like all
children, it runs around faster than his big relatives do but can't do any
harm.
Short Fuse will explode immediately on contact but without hurting anybody.
Instead, the explosion will throw Tux and other badguys about.
A short test level is included as well.
SVN-Revision: 6511
Florian Forster [Tue, 2 Mar 2010 11:25:10 +0000 (11:25 +0000)]
object/explosion.[ch]pp: Added the "hurt" and "push" members.
If "hurt" is set (true by default), then the explosion will hurt Tux and nearby
badguys. If "push" is set (false by default), Tux and nearby walking badguys
will experience the force of the explosion, possibly throwing them in the air.
SVN-Revision: 6510
Florian Forster [Tue, 2 Mar 2010 11:22:41 +0000 (11:22 +0000)]
supertux/sector.[ch]pp: Implemented the get_nearby_objects() method.
This method returns all moving objects close to a given point. Among other
things, this may be the player and walking badguys.
SVN-Revision: 6509
Florian Forster [Tue, 2 Mar 2010 11:20:33 +0000 (11:20 +0000)]
badguy/walking_badguy.[ch]pp: Added the add_velocity() method.
The speed is simply added to the current velocity of the badguy. The walking
speed is regained using an acceleration of walk_speed/s, i.e. it takes one
second to get from zero to full speed again (or from twice the speed back to
normal).
SVN-Revision: 6508
Florian Forster [Tue, 2 Mar 2010 09:01:38 +0000 (09:01 +0000)]
Snowman: Created body-only animation and added it to the squished collision handler.
SVN-Revision: 6507
Ingo Ruhnke [Tue, 2 Mar 2010 08:59:57 +0000 (08:59 +0000)]
Some TODO updates
SVN-Revision: 6506
Florian Forster [Mon, 1 Mar 2010 20:54:10 +0000 (20:54 +0000)]
Nightcave test level: Restore decals that have been broken by an editor bug in revision 6392.
SVN-Revision: 6503
Florian Forster [Mon, 1 Mar 2010 20:49:42 +0000 (20:49 +0000)]
Level 1-01 "Welcome to Antarctica": Added billboards describing the egg, fireflower and reset points.
SVN-Revision: 6502
Florian Forster [Mon, 1 Mar 2010 20:43:57 +0000 (20:43 +0000)]
Added test level for "unstable tiles".
SVN-Revision: 6501
Ingo Ruhnke [Mon, 1 Mar 2010 17:07:53 +0000 (17:07 +0000)]
Use proper background tiles for secret area
SVN-Revision: 6495
Ingo Ruhnke [Mon, 1 Mar 2010 16:58:16 +0000 (16:58 +0000)]
Turned the run-blockade into a staircase, to allow backtracking
SVN-Revision: 6494
Ingo Ruhnke [Mon, 1 Mar 2010 16:49:43 +0000 (16:49 +0000)]
Fine tuned the enemy placement and removed lots of useless enemies
SVN-Revision: 6493
Florian Forster [Mon, 1 Mar 2010 16:07:21 +0000 (16:07 +0000)]
object/unstable_tile.[ch]pp: Implement third state, "shake".
The order of the states is now:
shake → dissolve → fall-down
Each state is optional. The tile will be made non-solid at the end of
"dissolve". If that action is missing in the sprite, the tile will be solid
when it falls down, making it possible to jump off of it.
Jumping off of a falling tile works better than I had expected. I've changed
the gravity modifier to 0.98 nonetheless, so that the tile falls slightly
slower than Tux does.
The "unstable_tile" and "castleblock" sprites now use the "shake" action and
not the "dissolve" action.
SVN-Revision: 6492
Ingo Ruhnke [Mon, 1 Mar 2010 11:31:30 +0000 (11:31 +0000)]
Resized background to 800x600 to work around bug drawing bug seen in data/levels/bonus2/level20.stl, current background code requires background images of the same size
SVN-Revision: 6486
Florian Forster [Mon, 1 Mar 2010 11:26:20 +0000 (11:26 +0000)]
sdl_texture.cpp: Rewrite the optimize() function.
The changes made by tuxdev in revision 6192 broke alpha handling in the SDL
renderer for me (SDL 1.2.7). This commit fixes handling of semi-transparent
surfaces / pixels and improves the function towards readability.
It starts by categorizing pixels into three categories: transparent,
semi-transparent and opaque.
* If semi-transparent pixels are present, "SDL_DisplayFormatAlpha" is used.
* If only opaque pixels are present, "SDL_DisplayFormat" is used.
* If only opaque and transparent pixels are present, "SDL_SetColorKey" is used
for 1-bit alpha.
SVN-Revision: 6485
Ingo Ruhnke [Mon, 1 Mar 2010 11:25:23 +0000 (11:25 +0000)]
Implemented proper clipping
SVN-Revision: 6484
Ingo Ruhnke [Mon, 1 Mar 2010 11:25:01 +0000 (11:25 +0000)]
Added DrawingContext::get_cliprect()
SVN-Revision: 6483
Ingo Ruhnke [Mon, 1 Mar 2010 11:24:30 +0000 (11:24 +0000)]
Added constructor te Rectf() that takes a Sizef
SVN-Revision: 6482
Arvid Norlander [Sun, 28 Feb 2010 22:32:23 +0000 (22:32 +0000)]
Try to fix level20 by adding a black image at top and bottom. Note a bug currently makes this render incorrectly for the top part.
SVN-Revision: 6481
Arvid Norlander [Sun, 28 Feb 2010 21:15:40 +0000 (21:15 +0000)]
Expand bonus2/level20.stl to fill new max resolution. The background looks somewhat strange due to not being large enough to fill up the level height, but it doesn't look unacceptably bad.
SVN-Revision: 6480
Florian Forster [Sun, 28 Feb 2010 21:08:34 +0000 (21:08 +0000)]
Unstable tile: Dissolve, then disappear without falling down.
The new behavior is as follows: If the sprite has a "dissolve" action, it is
triggered on contact. If the "dissolve" animation ends, or if the sprite
doesn't have a "dissolve" action, the "fall-down" action is triggered. If that
animation is done, or if the sprite doesn't have a "fall-down" action, the
object is removed.
Possible future improvements:
- Make the tile non-solid at the end of "dissolve", rather than at the
beginning of "fall-down". This way falling only sprites would still be solid.
For this to be of use the collision detection needs to be improved, though.
- Also, remove the object after is has hit a solid object or has fallen out of
the screen. The "remove at end of animation" behavior is more of a dirty
hack.
SVN-Revision: 6479
Arvid Norlander [Sun, 28 Feb 2010 21:05:17 +0000 (21:05 +0000)]
Expand bonus2/level17.stl to fill new max resolution.
SVN-Revision: 6478
Mathnerd314 [Sun, 28 Feb 2010 20:57:18 +0000 (20:57 +0000)]
Clean up test levels a bit.
SVN-Revision: 6477
Arvid Norlander [Sun, 28 Feb 2010 20:56:25 +0000 (20:56 +0000)]
Expand bonus2/level19.stl to fill new max resolution. Also fix bug in that level: fg layer was incorrectly set to solid.
SVN-Revision: 6476
Arvid Norlander [Sun, 28 Feb 2010 20:46:06 +0000 (20:46 +0000)]
Expand bonus1/thompson-level1.stl to fill new max resolution.
SVN-Revision: 6475
Arvid Norlander [Sun, 28 Feb 2010 20:42:03 +0000 (20:42 +0000)]
Expand bonus1/bonus-level5.stl to fill new max resolution.
SVN-Revision: 6474
Ingo Ruhnke [Sun, 28 Feb 2010 20:41:02 +0000 (20:41 +0000)]
Compiler warning fix, init variables to 0
SVN-Revision: 6473
Ingo Ruhnke [Sun, 28 Feb 2010 20:39:02 +0000 (20:39 +0000)]
Compiler warning fix, init variables to 0
SVN-Revision: 6472
Arvid Norlander [Sun, 28 Feb 2010 20:21:30 +0000 (20:21 +0000)]
Expand bonus1/bonus-level4.stl to fill new max resolution.
SVN-Revision: 6471
Mathnerd314 [Sun, 28 Feb 2010 20:01:20 +0000 (20:01 +0000)]
Remove last vestiges of DEBUG
SVN-Revision: 6470
Arvid Norlander [Sun, 28 Feb 2010 20:00:38 +0000 (20:00 +0000)]
Expand bonus1/bonus-level3.stl to fill new max resolution.
SVN-Revision: 6469
Mathnerd314 [Sun, 28 Feb 2010 19:57:14 +0000 (19:57 +0000)]
Small ctor change.
SVN-Revision: 6468
Arvid Norlander [Sun, 28 Feb 2010 19:52:09 +0000 (19:52 +0000)]
Expand bonus1/bonus-level2.stl to fill new max resolution.
SVN-Revision: 6467
Florian Forster [Sun, 28 Feb 2010 19:45:53 +0000 (19:45 +0000)]
lisp/parser.cpp: Remove a forgotten debug message.
SVN-Revision: 6466
Arvid Norlander [Sun, 28 Feb 2010 19:32:11 +0000 (19:32 +0000)]
Expand bonus-level1.stl to fill new max resolution.
SVN-Revision: 6465
Mathnerd314 [Sun, 28 Feb 2010 18:37:56 +0000 (18:37 +0000)]
Change secret area signature to use editor-only tiles.
SVN-Revision: 6463
Arvid Norlander [Sun, 28 Feb 2010 18:35:30 +0000 (18:35 +0000)]
Run tools/normalize-po-files.sh on all *.po files to make sure they reflect the current messages.pot file. Some were very outdated. Note that ru.po for the levels (world1, world2, bonus1, bonus2) give fatal errors (duplicate messages). That file was thus not changed, but ru.po will need to be fixed for things to work.
SVN-Revision: 6462
Arvid Norlander [Sun, 28 Feb 2010 18:23:12 +0000 (18:23 +0000)]
Update some Swedish translations.
SVN-Revision: 6461
Arvid Norlander [Sun, 28 Feb 2010 18:13:39 +0000 (18:13 +0000)]
Commiting fix for world1, level25 from bug #586 "Arctic Ruins background too small for new resolution".
Thanks to lazure for this fix. This replaces ocean.jpg with new split images. Note that ocean.jpg is
still used in some other levels, and thus it can't be removed.
SVN-Revision: 6460
Mathnerd314 [Sun, 28 Feb 2010 18:12:10 +0000 (18:12 +0000)]
Fix Sprite class once and for all.
SVN-Revision: 6459
Florian Forster [Sun, 28 Feb 2010 18:07:19 +0000 (18:07 +0000)]
Added a test level for "Haywire".
SVN-Revision: 6458
Florian Forster [Sun, 28 Feb 2010 18:03:30 +0000 (18:03 +0000)]
lisp/parser.cpp: Use absolute directory when talking to the dictionary manager.
SVN-Revision: 6457
Arvid Norlander [Sun, 28 Feb 2010 17:36:13 +0000 (17:36 +0000)]
Update bonus1 translation, charset changed from ISO-8859-15 to UTF-8. I have no idea why it used ISO-8859-15 before...
SVN-Revision: 6456
Arvid Norlander [Sun, 28 Feb 2010 17:04:20 +0000 (17:04 +0000)]
Fix some header issues in the top sv.po (for the strings in the C++ code that is).
SVN-Revision: 6455
Florian Forster [Sun, 28 Feb 2010 16:51:24 +0000 (16:51 +0000)]
sprite/sprite.cpp: Revert revision 6435 by Mathnerd314.
It caused problems for me and lazure reported an identical problem on IRC.
SVN-Revision: 6454
Arvid Norlander [Sun, 28 Feb 2010 16:27:15 +0000 (16:27 +0000)]
Update Swedish translation of code. NOTE: Levels are still left to update translation for.
SVN-Revision: 6453
Florian Forster [Sun, 28 Feb 2010 11:10:44 +0000 (11:10 +0000)]
badguy/haywire.cpp: Use BadGuy::get_nearest_player().
Rather than calling Sector::get_nearest_player() directly.
SVN-Revision: 6452
Florian Forster [Sun, 28 Feb 2010 11:08:43 +0000 (11:08 +0000)]
badbuy/badbuy.cpp: Use Sector::get_nearest_player().
SVN-Revision: 6451
Florian Forster [Sun, 28 Feb 2010 10:54:02 +0000 (10:54 +0000)]
Icecrusher and Haywire: Use the bounding box to find the nearest player.
SVN-Revision: 6450
Florian Forster [Sun, 28 Feb 2010 10:53:34 +0000 (10:53 +0000)]
supertux/sector.hpp: Add a version of Sector::get_nearest_player() that uses a Rectf.
This way the bouding box can be passed to the method. No need to calculate an
anchor point everywhere.
SVN-Revision: 6449
Florian Forster [Sun, 28 Feb 2010 10:52:17 +0000 (10:52 +0000)]
supertux/sector.cpp: Use Rectf::distance().
This is a lot cleaner.
SVN-Revision: 6448
Florian Forster [Sun, 28 Feb 2010 10:51:32 +0000 (10:51 +0000)]
Rectf: Implement distance().
Calculates the distance from this rectangle to another rectangle or a vector.
SVN-Revision: 6447
Florian Forster [Sun, 28 Feb 2010 10:30:54 +0000 (10:30 +0000)]
Haywire: Walk towards the player if possible.
This is a simple version of the "follow the player" behavior proposed in the
Milestone 2 design document.
SVN-Revision: 6446
Florian Forster [Sun, 28 Feb 2010 10:29:35 +0000 (10:29 +0000)]
Icecrusher: Use Sector::get_nearest_player().
The icecrusher's own implementation has been removed.
SVN-Revision: 6445
Florian Forster [Sun, 28 Feb 2010 10:28:49 +0000 (10:28 +0000)]
supertux/sector.[ch]pp: Implement Sector::get_nearest_player.
SVN-Revision: 6444
Florian Forster [Sun, 28 Feb 2010 09:32:24 +0000 (09:32 +0000)]
Haywire: Implemented a first version of the "crazy bomb".
Sprites and bode are based on Mr. Bomb, of course. Haywire behaves like Mr.
Bomb until jumped upon. If jumped upon, he will run around (walk with twice the
speed) for five seconds, then explode. While running around Haywire will
iterate through a number of different colors.
When jumped upon - even when already ticking - Haywire is stunned for half a
second. This does not interrupt the explosion timer, though.
SVN-Revision: 6443
Florian Forster [Sun, 28 Feb 2010 09:23:36 +0000 (09:23 +0000)]
Walking badguy: Implemented {get,set}_walk_speed.
SVN-Revision: 6442
Florian Forster [Sat, 27 Feb 2010 23:55:44 +0000 (23:55 +0000)]
Level 1-09: Set the direction of a Bouncing Snowball.
This way Bouncy doesn't jump directly onto the player if Tux respawns at the
reset point. Also, a couple more snowballs have been replaced by Mrs. Snowball.
SVN-Revision: 6439
Florian Forster [Sat, 27 Feb 2010 23:21:31 +0000 (23:21 +0000)]
Level 1-08 "Stone Cold": Add a Cannon shooting Snowshots.
SVN-Revision: 6438
Florian Forster [Sat, 27 Feb 2010 23:05:47 +0000 (23:05 +0000)]
Level 1-17 "Or is it just me": Add a Cannon shooting Snowshots.
SVN-Revision: 6437
Florian Forster [Sat, 27 Feb 2010 22:19:01 +0000 (22:19 +0000)]
locale/de.po: Updated German translation.
SVN-Revision: 6436
Mathnerd314 [Sat, 27 Feb 2010 21:56:12 +0000 (21:56 +0000)]
Fix frame out of range error for -O2 release build (may or may not fix on other systems/compilers)
SVN-Revision: 6435
Florian Forster [Sat, 27 Feb 2010 21:44:40 +0000 (21:44 +0000)]
Update copyright information to: "Copyright (c) 2003-2010 SuperTux Devel Team"
SVN-Revision: 6434
Ryan Flegel [Sat, 27 Feb 2010 21:16:23 +0000 (21:16 +0000)]
add -Wno-unused-parameter to disable warnings for unused parameters. This warning isn't very helpful and it's annoying.
SVN-Revision: 6433
Florian Forster [Sat, 27 Feb 2010 21:02:31 +0000 (21:02 +0000)]
Level 1-24 "The Shattered Bridge": Replace background image with a gradient.
The grackground image isn't high enough for the level.
SVN-Revision: 6432
Florian Forster [Sat, 27 Feb 2010 20:34:00 +0000 (20:34 +0000)]
Level 1-27 "No More Mr Ice Guy": Move spawn point to the left.
As suggested by sik0fewl.
SVN-Revision: 6431
Florian Forster [Sat, 27 Feb 2010 20:28:47 +0000 (20:28 +0000)]
Yeti: Move start position so Yeti doesn't jump on Tux' head.
SVN-Revision: 6430
Florian Forster [Sat, 27 Feb 2010 20:21:10 +0000 (20:21 +0000)]
Yeti: In the second phase, drop stalactites in pairs.
SVN-Revision: 6429
Florian Forster [Sat, 27 Feb 2010 20:16:51 +0000 (20:16 +0000)]
Yeti: Give the yeti five lives only.
The stalactite patterns are now 5-3 lives and 2-1 lives.
SVN-Revision: 6428
Florian Forster [Sat, 27 Feb 2010 19:39:43 +0000 (19:39 +0000)]
Levels 1-15 and 1-22: Add Crystallo where he doesn't get in the way.
SVN-Revision: 6427
Florian Forster [Sat, 27 Feb 2010 19:29:21 +0000 (19:29 +0000)]
supertux/src/badguy/crystallo.cpp: Use MovingSprite::set_action to change the sprite.
This will account for a change in the hitbox when chaning the sprite. As a
result, the dead Crystallo no longer appears to be a few pixels within the tile
he was standing on.
SVN-Revision: 6426
Florian Forster [Sat, 27 Feb 2010 18:46:31 +0000 (18:46 +0000)]
tiles.strf: Make Crystal cave tiles non-solid.
The test level has also been changed to demonstrate the use of the tiles as
background. Hopefully third party level designers get the hint ;)
SVN-Revision: 6425
Florian Forster [Sat, 27 Feb 2010 18:31:28 +0000 (18:31 +0000)]
Changed the Icy Island worldmap to a linear worldmap based on that from Milestone 1.
The passage to the Forest and back has been removed. The Forest world is now
listed in "Contributed Levels".
SVN-Revision: 6424
Florian Forster [Sat, 27 Feb 2010 14:32:56 +0000 (14:32 +0000)]
Snowman: Spawn the Snowball exactly where the Snowman's head was.
This feels a lot more natural.
SVN-Revision: 6420
Mathnerd314 [Sat, 27 Feb 2010 13:50:15 +0000 (13:50 +0000)]
Possible new Milestone1-like worldmap
SVN-Revision: 6419