2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software; you can redistribute it and/or
5 // modify it under the terms of the GNU General Public License
6 // as published by the Free Software Foundation; either version 2
7 // of the License, or (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program; if not, write to the Free Software
16 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18 #include "object/player.hpp"
20 #include "audio/sound_manager.hpp"
21 #include "badguy/badguy.hpp"
22 #include "control/input_manager.hpp"
23 #include "math/random_generator.hpp"
24 #include "object/bullet.hpp"
25 #include "object/camera.hpp"
26 #include "object/display_effect.hpp"
27 #include "object/falling_coin.hpp"
28 #include "object/particles.hpp"
29 #include "object/portable.hpp"
30 #include "object/sprite_particle.hpp"
31 #include "scripting/squirrel_util.hpp"
32 #include "supertux/game_session.hpp"
33 #include "supertux/globals.hpp"
34 #include "supertux/sector.hpp"
35 #include "supertux/tile.hpp"
36 #include "trigger/climbable.hpp"
43 static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
44 static const float SHOOTING_TIME = .150f;
45 static const float GLIDE_TIME_PER_FLOWER = 0.5f;
46 static const float STONE_TIME_PER_FLOWER = 2.0f;
48 /** number of idle stages, including standing */
49 static const unsigned int IDLE_STAGE_COUNT = 5;
51 * how long to play each idle animation in milliseconds
52 * '0' means the sprite action is played once before moving onto the next
55 static const int IDLE_TIME[] = { 5000, 0, 2500, 0, 2500 };
57 static const std::string IDLE_STAGES[] =
64 /** acceleration in horizontal direction when walking
65 * (all accelerations are in pixel/s^2) */
66 static const float WALK_ACCELERATION_X = 300;
67 /** acceleration in horizontal direction when running */
68 static const float RUN_ACCELERATION_X = 400;
69 /** acceleration when skidding */
70 static const float SKID_XM = 200;
71 /** time of skidding in seconds */
72 static const float SKID_TIME = .3f;
73 /** maximum walk velocity (pixel/s) */
74 static const float MAX_WALK_XM = 230;
75 /** maximum run velocity (pixel/s) */
76 static const float MAX_RUN_XM = 320;
77 /** bonus run velocity addition (pixel/s) */
78 static const float BONUS_RUN_XM = 80;
79 /** maximum horizontal climb velocity */
80 static const float MAX_CLIMB_XM = 96;
81 /** maximum vertical climb velocity */
82 static const float MAX_CLIMB_YM = 128;
83 /** maximum vertical glide velocity */
84 static const float MAX_GLIDE_YM = 128;
85 /** instant velocity when tux starts to walk */
86 static const float WALK_SPEED = 100;
88 /** multiplied by WALK_ACCELERATION to give friction */
89 static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
90 /** multiplied by WALK_ACCELERATION to give friction */
91 static const float ICE_FRICTION_MULTIPLIER = 0.1f;
92 static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
94 /** time of the kick (kicking mriceblock) animation */
95 static const float KICK_TIME = .3f;
97 /** if Tux cannot unduck for this long, he will get hurt */
98 static const float UNDUCK_HURT_TIME = 0.25f;
99 /** gravity is higher after the jump key is released before
100 the apex of the jump is reached */
101 static const float JUMP_EARLY_APEX_FACTOR = 3.0;
103 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) */
105 /* Tux's collision rectangle */
106 static const float TUX_WIDTH = 31.8f;
107 static const float RUNNING_TUX_WIDTH = 34;
108 static const float SMALL_TUX_HEIGHT = 30.8f;
109 static const float BIG_TUX_HEIGHT = 62.8f;
110 static const float DUCKED_TUX_HEIGHT = 31.8f;
112 bool no_water = true;
115 Player::Player(PlayerStatus* _player_status, const std::string& name_) :
118 scripting_controller(),
119 player_status(_player_status),
125 backflip_direction(),
132 scripting_controller_old(0),
136 lightsprite(SpriteManager::current()->create("images/creatures/tux/light.sprite")),
137 powersprite(SpriteManager::current()->create("images/creatures/tux/powerups.sprite")),
160 grabbed_object(NULL),
172 controller = InputManager::current()->get_controller();
173 scripting_controller.reset(new CodeController());
174 // if/when we have complete penny gfx, we can
175 // load those instead of Tux's sprite in the
177 sprite = SpriteManager::current()->create("images/creatures/tux/tux.sprite");
178 airarrow = Surface::create("images/engine/hud/airarrow.png");
179 idle_timer.start(IDLE_TIME[0]/1000.0f);
181 SoundManager::current()->preload("sounds/bigjump.wav");
182 SoundManager::current()->preload("sounds/jump.wav");
183 SoundManager::current()->preload("sounds/hurt.wav");
184 SoundManager::current()->preload("sounds/kill.wav");
185 SoundManager::current()->preload("sounds/skid.wav");
186 SoundManager::current()->preload("sounds/flip.wav");
187 SoundManager::current()->preload("sounds/invincible_start.ogg");
188 SoundManager::current()->preload("sounds/splash.ogg");
195 if (climbing) stop_climbing(*climbing);
202 set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
204 set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
216 fall_mode = ON_GROUND;
218 jump_early_apex = false;
220 wants_buttjump = false;
221 does_buttjump = false;
224 backflipping = false;
225 backflip_direction = 0;
226 sprite->set_angle(0.0f);
232 ice_this_frame = false;
233 speedlimit = 0; //no special limit
234 lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
236 on_ground_flag = false;
237 grabbed_object = NULL;
245 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
250 scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
254 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
259 scripting::unexpose_object(vm, table_idx, name);
263 Player::get_speedlimit()
269 Player::set_speedlimit(float newlimit)
275 Player::set_controller(Controller* controller_)
277 this->controller = controller_;
281 Player::set_winning()
283 if( ! is_winning() ){
285 invincible_timer.start(10000.0f);
290 Player::use_scripting_controller(bool use_or_release)
292 if ((use_or_release == true) && (controller != scripting_controller.get())) {
293 scripting_controller_old = get_controller();
294 set_controller(scripting_controller.get());
296 if ((use_or_release == false) && (controller == scripting_controller.get())) {
297 set_controller(scripting_controller_old);
298 scripting_controller_old = 0;
303 Player::do_scripting_controller(std::string control, bool pressed)
305 for(int i = 0; Controller::controlNames[i] != 0; ++i) {
306 if(control == std::string(Controller::controlNames[i])) {
307 scripting_controller->press(Controller::Control(i), pressed);
313 Player::adjust_height(float new_height)
316 bbox2.move(Vector(0, bbox.get_height() - new_height));
317 bbox2.set_height(new_height);
320 if(new_height > bbox.get_height()) {
321 Rectf additional_space = bbox2;
322 additional_space.set_height(new_height - bbox.get_height());
323 if(!Sector::current()->is_free_of_statics(additional_space, this, true))
327 // adjust bbox accordingly
328 // note that we use members of moving_object for this, so we can run this during CD, too
330 set_size(bbox2.get_width(), bbox2.get_height());
335 Player::trigger_sequence(std::string sequence_name)
337 if (climbing) stop_climbing(*climbing);
338 backflipping = false;
339 backflip_direction = 0;
340 sprite->set_angle(0.0f);
341 GameSession::current()->start_sequence(sequence_name);
345 Player::update(float elapsed_time)
352 if(dying && dying_timer.check()) {
353 set_bonus(NO_BONUS, true);
358 if(!dying && !deactivated)
362 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
367 // extend/shrink tux collision rectangle so that we fall through/walk over 1
369 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
370 set_width(RUNNING_TUX_WIDTH);
372 set_width(TUX_WIDTH);
375 // on downward slopes, adjust vertical velocity so tux walks smoothly down
376 if (on_ground() && !dying) {
377 if(floor_normal.y != 0) {
378 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
379 physic.set_velocity_y(250);
384 // handle backflipping
385 if (backflipping && !dying) {
386 //prevent player from changing direction when backflipping
387 dir = (backflip_direction == 1) ? LEFT : RIGHT;
388 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
389 //rotate sprite during flip
390 sprite->set_angle(sprite->get_angle() + (dir==LEFT?1:-1) * elapsed_time * (360.0f / 0.5f));
395 fall_mode = ON_GROUND;
396 last_ground_y = get_pos().y;
398 if(get_pos().y > last_ground_y)
400 else if(fall_mode == ON_GROUND)
404 // check if we landed
407 if (backflipping && (backflip_timer.get_timegone() > 0.15f)) {
408 backflipping = false;
409 backflip_direction = 0;
410 sprite->set_angle(0.0f);
412 // if controls are currently deactivated, we take care of standing up ourselves
416 if (player_status->bonus == AIR_BONUS)
417 ability_time = player_status->max_air_time * GLIDE_TIME_PER_FLOWER;
420 // calculate movement for this frame
421 movement = physic.get_movement(elapsed_time);
423 if(grabbed_object != NULL && !dying) {
424 position_grabbed_object();
427 if(grabbed_object != NULL && dying){
428 grabbed_object->ungrab(*this, dir);
429 grabbed_object = NULL;
432 if(!ice_this_frame && on_ground())
435 on_ground_flag = false;
436 ice_this_frame = false;
438 // when invincible, spawn particles
439 if (invincible_timer.started())
441 if (graphicsRandom.rand(0, 2) == 0) {
442 float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
443 float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
444 Vector ppos = Vector(px, py);
445 Vector pspeed = Vector(0, 0);
446 Vector paccel = Vector(0, 0);
447 Sector::current()->add_object(std::make_shared<SpriteParticle>(
448 "images/objects/particles/sparkle.sprite",
449 // draw bright sparkle when there is lots of time left,
450 // dark sparkle when invincibility is about to end
451 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
452 // make every other a longer sparkle to make trail a bit fuzzy
453 (size_t(game_time*20)%2) ? "small" : "medium"
455 "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
460 if (sprite->animation_done()) growing = false;
463 // when climbing animate only while moving
465 if((physic.get_velocity_x()==0)&&(physic.get_velocity_y()==0))
466 sprite->stop_animation();
468 sprite->set_animation_loops(-1);
476 return on_ground_flag;
482 if(player_status->bonus == NO_BONUS)
489 Player::apply_friction()
491 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
492 physic.set_velocity_x(0);
493 physic.set_acceleration_x(0);
495 float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
496 if(physic.get_velocity_x() < 0) {
497 physic.set_acceleration_x(friction);
498 } else if(physic.get_velocity_x() > 0) {
499 physic.set_acceleration_x(-friction);
500 } // no friction for physic.get_velocity_x() == 0
505 Player::handle_horizontal_input()
507 float vx = physic.get_velocity_x();
508 float vy = physic.get_velocity_y();
509 float ax = physic.get_acceleration_x();
510 float ay = physic.get_acceleration_y();
513 if(!duck || physic.get_velocity_y() != 0) {
514 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
518 } else if(!controller->hold(Controller::LEFT)
519 && controller->hold(Controller::RIGHT)) {
526 // do not run if we're holding something which slows us down
527 if ( grabbed_object && grabbed_object->is_hampering() ) {
528 ax = dirsign * WALK_ACCELERATION_X;
530 if(vx >= MAX_WALK_XM && dirsign > 0) {
533 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
538 if( vx * dirsign < MAX_WALK_XM ) {
539 ax = dirsign * WALK_ACCELERATION_X;
541 ax = dirsign * RUN_ACCELERATION_X;
544 if(vx >= MAX_RUN_XM + BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0) && dirsign > 0) {
545 vx = MAX_RUN_XM + BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0);
547 } else if(vx <= -MAX_RUN_XM - BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0) && dirsign < 0) {
548 vx = -MAX_RUN_XM - BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0);
553 // we can reach WALK_SPEED without any acceleration
554 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
555 vx = dirsign * WALK_SPEED;
559 if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
560 vx = dirsign * speedlimit;
564 // changing directions?
565 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
567 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
568 skidding_timer.start(SKID_TIME);
569 SoundManager::current()->play("sounds/skid.wav");
570 // dust some particles
571 Sector::current()->add_object(
572 std::make_shared<Particles>(
573 Vector(dir == LEFT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
574 dir == LEFT ? 50 : -70, dir == LEFT ? 70 : -50, 260, 280,
575 Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1));
584 ax *= ICE_ACCELERATION_MULTIPLIER;
587 physic.set_velocity(vx, vy);
588 physic.set_acceleration(ax, ay);
590 // we get slower when not pressing any keys
612 if (physic.get_velocity_y() != 0)
619 if (adjust_height(DUCKED_TUX_HEIGHT)) {
622 unduck_hurt_timer.stop();
629 Player::do_standup() {
637 if (adjust_height(BIG_TUX_HEIGHT)) {
639 unduck_hurt_timer.stop();
641 // if timer is not already running, start it.
642 if (unduck_hurt_timer.get_period() == 0) {
643 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
645 else if (unduck_hurt_timer.check()) {
653 Player::do_backflip() {
659 backflip_direction = (dir == LEFT)?(+1):(-1);
661 do_jump((player_status->bonus == AIR_BONUS) ? -720 : -580);
662 SoundManager::current()->play("sounds/flip.wav");
663 backflip_timer.start(TUX_BACKFLIP_TIME);
667 Player::do_jump(float yspeed) {
671 physic.set_velocity_y(yspeed);
672 //bbox.move(Vector(0, -1));
674 on_ground_flag = false;
679 SoundManager::current()->play("sounds/bigjump.wav");
681 SoundManager::current()->play("sounds/jump.wav");
686 Player::early_jump_apex()
688 if (!jump_early_apex)
690 jump_early_apex = true;
691 physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
696 Player::do_jump_apex()
700 jump_early_apex = false;
701 physic.set_gravity_modifier(1.0f);
706 Player::handle_vertical_input()
709 if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
710 if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
711 jump_button_timer.stop();
713 // when running, only jump a little bit; else do a backflip
714 if ((physic.get_velocity_x() != 0) ||
715 (controller->hold(Controller::LEFT)) ||
716 (controller->hold(Controller::RIGHT)))
725 // airflower allows for higher jumps-
726 // jump a bit higher if we are running; else do a normal jump
727 if(player_status->bonus == AIR_BONUS)
728 do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -620 : -580);
730 do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -580 : -520);
732 // airflower glide only when holding jump key
733 } else if (controller->hold(Controller::JUMP) && player_status->bonus == AIR_BONUS && physic.get_velocity_y() > MAX_GLIDE_YM) {
734 if (ability_time > 0 && !ability_timer.started())
735 ability_timer.start(ability_time);
736 else if (ability_timer.started()) {
737 // glide stops after some duration or if buttjump is initiated
738 if ((ability_timer.get_timeleft() <= 0.05f) || controller->hold(Controller::DOWN)) {
740 ability_timer.stop();
742 physic.set_velocity_y(MAX_GLIDE_YM);
743 physic.set_acceleration_y(0);
749 // Let go of jump key
750 else if(!controller->hold(Controller::JUMP)) {
751 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
755 if (player_status->bonus == AIR_BONUS && ability_timer.started()){
756 ability_time = ability_timer.get_timeleft();
757 ability_timer.stop();
761 if(jump_early_apex && physic.get_velocity_y() >= 0) {
765 /* In case the player has pressed Down while in a certain range of air,
766 enable butt jump action */
767 if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
768 wants_buttjump = true;
769 if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
772 /* When Down is not held anymore, disable butt jump */
773 if(!controller->hold(Controller::DOWN)) {
774 wants_buttjump = false;
775 does_buttjump = false;
779 physic.set_acceleration_y(0);
782 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
783 physic.set_acceleration_y(-2000);
784 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
790 Player::handle_input()
793 handle_input_ghost();
797 handle_input_climbing();
802 if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
805 if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
808 if( controller->pressed( Controller::PEEK_LEFT ) ) {
811 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
814 if(!backflipping && !jumping && on_ground()) {
815 if( controller->pressed( Controller::PEEK_UP ) ) {
817 } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
822 /* Handle horizontal movement: */
823 if (!backflipping && !stone) handle_horizontal_input();
829 /* Handle vertical movement: */
830 if (!stone) handle_vertical_input();
833 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
834 if((player_status->bonus == FIRE_BONUS &&
835 Sector::current()->get_active_bullets() < player_status->max_fire_bullets) ||
836 (player_status->bonus == ICE_BONUS &&
837 Sector::current()->get_active_bullets() < player_status->max_ice_bullets))
839 Vector pos = get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) : Vector(32, bbox.get_height()/2));
840 auto new_bullet = std::make_shared<Bullet>(pos, physic.get_velocity_x(), dir, player_status->bonus);
841 Sector::current()->add_object(new_bullet);
843 SoundManager::current()->play("sounds/shoot.wav");
844 shooting_timer.start(SHOOTING_TIME);
849 if (controller->pressed(Controller::DOWN) && player_status->bonus == EARTH_BONUS && !cooldown_timer.started()) {
850 if (controller->hold(Controller::ACTION) && !ability_timer.started()) {
851 ability_timer.start(player_status->max_earth_time * STONE_TIME_PER_FLOWER);
853 physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
860 /* Revert from Stone */
861 if (stone && (!controller->hold(Controller::ACTION) || ability_timer.get_timeleft() <= 0.5f)) {
862 cooldown_timer.start(ability_timer.get_timegone()/2.0f); //The longer stone form is used, the longer until it can be used again
863 ability_timer.stop();
865 for (int i = 0; i < 8; i++)
867 Vector ppos = Vector(get_bbox().get_left() + 8 + 16*((int)i/4), get_bbox().get_top() + 16*(i%4));
868 float grey = graphicsRandom.randf(.4f, .8f);
869 Color pcolor = Color(grey, grey, grey);
870 Sector::current()->add_object(std::make_shared<Particles>(ppos, -60, 240, 42, 81, Vector(0, 500),
871 8, pcolor, 4 + graphicsRandom.randf(-0.4, 0.4),
872 0.8 + graphicsRandom.randf(0, 0.4), LAYER_OBJECTS+2));
876 /* Duck or Standup! */
877 if (controller->hold(Controller::DOWN) && !stone) {
886 if(!controller->hold(Controller::ACTION) && grabbed_object) {
887 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
889 // move the grabbed object a bit away from tux
890 Rectf grabbed_bbox = moving_object->get_bbox();
892 dest_.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
893 dest_.p1.y = dest_.p2.y - grabbed_bbox.get_height();
895 dest_.p2.x = bbox.get_left() - 1;
896 dest_.p1.x = dest_.p2.x - grabbed_bbox.get_width();
898 dest_.p1.x = bbox.get_right() + 1;
899 dest_.p2.x = dest_.p1.x + grabbed_bbox.get_width();
901 if(Sector::current()->is_free_of_tiles(dest_, true)) {
902 moving_object->set_pos(dest_.p1);
903 if(controller->hold(Controller::UP)) {
904 grabbed_object->ungrab(*this, UP);
906 grabbed_object->ungrab(*this, dir);
908 grabbed_object = NULL;
911 log_debug << "Non MovingObject grabbed?!?" << std::endl;
915 /* stop backflipping at will */
916 if( backflipping && ( !controller->hold(Controller::JUMP) && !backflip_timer.started()) ){
917 backflipping = false;
918 backflip_direction = 0;
919 sprite->set_angle(0.0f);
924 Player::position_grabbed_object()
926 MovingObject* moving_object = dynamic_cast<MovingObject*>(grabbed_object);
927 assert(moving_object);
929 // Position where we will hold the lower-inner corner
930 Vector pos(get_bbox().get_left() + get_bbox().get_width()/2,
931 get_bbox().get_top() + get_bbox().get_height()*0.66666);
933 // Adjust to find the grabbed object's upper-left corner
935 pos.x -= moving_object->get_bbox().get_width();
936 pos.y -= moving_object->get_bbox().get_height();
938 grabbed_object->grab(*this, pos, dir);
944 if(controller->hold(Controller::ACTION) && !grabbed_object
946 Sector* sector = Sector::current();
949 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
951 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
954 for(Sector::Portables::iterator i = sector->portables.begin();
955 i != sector->portables.end(); ++i) {
956 Portable* portable = *i;
957 if(!portable->is_portable())
960 // make sure the Portable is a MovingObject
961 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
962 assert(moving_object);
963 if(moving_object == NULL)
966 // make sure the Portable isn't currently non-solid
967 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
969 // check if we are within reach
970 if(moving_object->get_bbox().contains(pos)) {
971 if (climbing) stop_climbing(*climbing);
972 grabbed_object = portable;
973 position_grabbed_object();
981 Player::handle_input_ghost()
985 if (controller->hold(Controller::LEFT)) {
987 vx -= MAX_RUN_XM * 2;
989 if (controller->hold(Controller::RIGHT)) {
991 vx += MAX_RUN_XM * 2;
993 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
994 vy -= MAX_RUN_XM * 2;
996 if (controller->hold(Controller::DOWN)) {
997 vy += MAX_RUN_XM * 2;
999 if (controller->hold(Controller::ACTION)) {
1000 set_ghost_mode(false);
1002 physic.set_velocity(vx, vy);
1003 physic.set_acceleration(0, 0);
1007 Player::add_coins(int count)
1009 player_status->add_coins(count);
1015 return player_status->coins;
1019 Player::add_bonus(const std::string& bonustype)
1021 BonusType type = NO_BONUS;
1023 if(bonustype == "grow") {
1024 type = GROWUP_BONUS;
1025 } else if(bonustype == "fireflower") {
1027 } else if(bonustype == "iceflower") {
1029 } else if(bonustype == "airflower") {
1031 } else if(bonustype == "earthflower") {
1033 } else if(bonustype == "none") {
1036 std::ostringstream msg;
1037 msg << "Unknown bonus type " << bonustype;
1038 throw std::runtime_error(msg.str());
1041 return add_bonus(type);
1045 Player::add_bonus(BonusType type, bool animate)
1047 // always ignore NO_BONUS
1048 if (type == NO_BONUS) {
1052 // ignore GROWUP_BONUS if we're already big
1053 if (type == GROWUP_BONUS) {
1054 if (!player_status->bonus == NO_BONUS)
1058 return set_bonus(type, animate);
1062 Player::set_bonus(BonusType type, bool animate)
1064 if((player_status->bonus == NO_BONUS) && (type != NO_BONUS)) {
1065 if (!adjust_height(BIG_TUX_HEIGHT)) {
1066 log_debug << "Can't adjust Tux height" << std::endl;
1071 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
1073 if (climbing) stop_climbing(*climbing);
1076 if (type == NO_BONUS) {
1077 if (does_buttjump) does_buttjump = false;
1080 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
1081 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
1082 // visually lose helmet
1083 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1084 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1085 Vector paccel = Vector(0, 1000);
1086 std::string action = (dir==LEFT)?"left":"right";
1087 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1088 if (climbing) stop_climbing(*climbing);
1090 if ((player_status->bonus == ICE_BONUS) && (animate)) {
1091 // visually lose cap
1092 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1093 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1094 Vector paccel = Vector(0, 1000);
1095 std::string action = (dir==LEFT)?"left":"right";
1096 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1097 if (climbing) stop_climbing(*climbing);
1099 if ((player_status->bonus == AIR_BONUS) && (animate)) {
1100 // visually lose hat
1101 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1102 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1103 Vector paccel = Vector(0, 1000);
1104 std::string action = (dir==LEFT)?"left":"right";
1105 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/airtux-hat.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1106 if (climbing) stop_climbing(*climbing);
1108 if ((player_status->bonus == EARTH_BONUS) && (animate)) {
1109 // visually lose hard-hat
1110 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1111 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1112 Vector paccel = Vector(0, 1000);
1113 std::string action = (dir==LEFT)?"left":"right";
1114 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/earthtux-hardhat.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1115 if (climbing) stop_climbing(*climbing);
1117 player_status->max_fire_bullets = 0;
1118 player_status->max_ice_bullets = 0;
1119 player_status->max_air_time = 0;
1120 player_status->max_earth_time = 0;
1122 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
1123 if (type == ICE_BONUS) player_status->max_ice_bullets++;
1124 if (type == AIR_BONUS) player_status->max_air_time++;
1125 if (type == EARTH_BONUS) player_status->max_earth_time++;
1127 player_status->bonus = type;
1132 Player::set_visible(bool visible_)
1134 this->visible = visible_;
1136 set_group(COLGROUP_MOVING);
1138 set_group(COLGROUP_DISABLED);
1142 Player::get_visible()
1150 kick_timer.start(KICK_TIME);
1154 Player::draw(DrawingContext& context)
1159 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
1160 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
1161 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
1162 float py = Sector::current()->camera->get_translation().y;
1163 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
1164 context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1);
1167 std::string sa_prefix = "";
1168 std::string sa_postfix = "";
1170 if (player_status->bonus == GROWUP_BONUS)
1172 else if (player_status->bonus == FIRE_BONUS)
1174 else if (player_status->bonus == ICE_BONUS)
1176 else if (player_status->bonus == AIR_BONUS)
1178 else if (player_status->bonus == EARTH_BONUS)
1179 sa_prefix = "earth";
1181 sa_prefix = "small";
1184 sa_postfix = "-left";
1186 sa_postfix = "-right";
1188 /* Set Tux sprite action */
1190 sprite->set_action("gameover");
1193 sprite->set_action_continued("grow"+sa_postfix);
1194 // while growing, do not change action
1195 // do_duck() will take care of cancelling growing manually
1196 // update() will take care of cancelling when growing completed
1199 sprite->set_action(sprite->get_action()+"-stone");
1201 else if (climbing) {
1202 sprite->set_action(sa_prefix+"-climbing"+sa_postfix);
1204 else if (backflipping) {
1205 sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
1207 else if (duck && is_big()) {
1208 sprite->set_action(sa_prefix+"-duck"+sa_postfix);
1210 else if (skidding_timer.started() && !skidding_timer.check()) {
1211 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1213 else if (kick_timer.started() && !kick_timer.check()) {
1214 sprite->set_action(sa_prefix+"-kick"+sa_postfix);
1216 else if ((wants_buttjump || does_buttjump) && is_big()) {
1217 sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
1219 else if (!on_ground() || fall_mode != ON_GROUND) {
1220 if(physic.get_velocity_x() != 0 || fall_mode != ON_GROUND) {
1221 sprite->set_action(sa_prefix+"-jump"+sa_postfix);
1225 if (fabsf(physic.get_velocity_x()) < 1.0f) {
1226 // Determine which idle stage we're at
1227 if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
1229 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1231 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1233 else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
1235 if (idle_stage >= IDLE_STAGE_COUNT)
1238 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1240 if (IDLE_TIME[idle_stage] == 0)
1241 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
1243 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1246 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1250 sprite->set_action(sa_prefix+"-walk"+sa_postfix);
1254 /* Set Tux powerup sprite action */
1255 if (player_status->bonus == EARTH_BONUS) {
1256 powersprite->set_action(sprite->get_action());
1257 lightsprite->set_action(sprite->get_action());
1261 // Tux is holding something
1262 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
1263 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
1271 if (safe_timer.started() && size_t(game_time*40)%2)
1273 else if (player_status->bonus == EARTH_BONUS){ // draw special effects with earthflower bonus
1274 // shake at end of maximum stone duration
1275 Vector shake_delta = (stone && ability_timer.get_timeleft() < 1.0f) ? Vector(graphicsRandom.rand(-3,3), 0) : Vector(0,0);
1276 sprite->draw(context, get_pos() + shake_delta, LAYER_OBJECTS + 1);
1278 powersprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1280 context.push_target();
1281 context.set_target(DrawingContext::LIGHTMAP);
1282 lightsprite->draw(context, get_pos()/* + Vector(dir==LEFT ? 0 : 32, 0)*/, 0);
1283 context.pop_target();
1284 // give an indicator that stone form cannot be used for a while
1285 if (cooldown_timer.started() && graphicsRandom.rand(0, 4) == 0) {
1286 float px = graphicsRandom.randf(bbox.p1.x, bbox.p2.x);
1287 float py = bbox.p2.y+8;
1288 Vector ppos = Vector(px, py);
1289 Sector::current()->add_object(std::make_shared<SpriteParticle>(
1290 "images/objects/particles/sparkle.sprite", "dark",
1291 ppos, ANCHOR_MIDDLE, Vector(0, 0), Vector(0, 0), LAYER_OBJECTS+1+5));
1295 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1300 Player::collision_tile(uint32_t tile_attributes)
1302 if(tile_attributes & Tile::HURTS)
1307 if( tile_attributes & Tile::WATER ){
1313 if( tile_attributes & Tile::WATER ){
1316 SoundManager::current()->play( "sounds/splash.ogg" );
1321 if(tile_attributes & Tile::ICE) {
1322 ice_this_frame = true;
1328 Player::collision_solid(const CollisionHit& hit)
1331 if(physic.get_velocity_y() > 0)
1332 physic.set_velocity_y(0);
1334 on_ground_flag = true;
1335 floor_normal = hit.slope_normal;
1338 if (does_buttjump) {
1339 does_buttjump = false;
1340 physic.set_velocity_y(-300);
1341 on_ground_flag = false;
1342 Sector::current()->add_object(std::make_shared<Particles>(
1343 Vector(get_bbox().p2.x, get_bbox().p2.y),
1344 50, 70, 260, 280, Vector(0, 300), 3,
1345 Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1));
1346 Sector::current()->add_object(std::make_shared<Particles>(
1347 Vector(get_bbox().p1.x, get_bbox().p2.y),
1348 -70, -50, 260, 280, Vector(0, 300), 3,
1349 Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1));
1350 Sector::current()->camera->shake(.1f, 0, 5);
1353 } else if(hit.top) {
1354 if(physic.get_velocity_y() < 0)
1355 physic.set_velocity_y(.2f);
1358 if(hit.left || hit.right) {
1359 physic.set_velocity_x(0);
1364 if(hit.left || hit.right) {
1366 } else if(hit.top || hit.bottom) {
1373 Player::collision(GameObject& other, const CollisionHit& hit)
1375 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1380 Player* player = dynamic_cast<Player*> (&other);
1385 if(hit.left || hit.right) {
1386 try_grab(); //grab objects right now, in update it will be too late
1388 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1389 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1390 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1391 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1393 if(controller->pressed(Controller::UP))
1394 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1400 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1401 if(badguy != NULL) {
1402 if(safe_timer.started() || invincible_timer.started())
1414 Player::make_invincible()
1416 SoundManager::current()->play("sounds/invincible_start.ogg");
1417 invincible_timer.start(TUX_INVINCIBLE_TIME);
1418 Sector::current()->play_music(HERRING_MUSIC);
1423 Player::kill(bool completely)
1425 if(dying || deactivated || is_winning() )
1428 if(!completely && (safe_timer.started() || invincible_timer.started() || stone))
1433 if (climbing) stop_climbing(*climbing);
1435 physic.set_velocity_x(0);
1437 sprite->set_angle(0.0f);
1439 if(!completely && is_big()) {
1440 SoundManager::current()->play("sounds/hurt.wav");
1442 if(player_status->bonus == FIRE_BONUS
1443 || player_status->bonus == ICE_BONUS
1444 || player_status->bonus == AIR_BONUS
1445 || player_status->bonus == EARTH_BONUS) {
1446 safe_timer.start(TUX_SAFE_TIME);
1447 set_bonus(GROWUP_BONUS, true);
1448 } else if(player_status->bonus == GROWUP_BONUS) {
1449 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1450 adjust_height(SMALL_TUX_HEIGHT);
1452 backflipping = false;
1453 sprite->set_angle(0.0f);
1454 set_bonus(NO_BONUS, true);
1455 } else if(player_status->bonus == NO_BONUS) {
1456 safe_timer.start(TUX_SAFE_TIME);
1457 adjust_height(SMALL_TUX_HEIGHT);
1461 SoundManager::current()->play("sounds/kill.wav");
1463 // do not die when in edit mode
1465 set_ghost_mode(true);
1469 if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
1471 for (int i = 0; i < 5; i++)
1473 // the numbers: starting x, starting y, velocity y
1474 Sector::current()->add_object(std::make_shared<FallingCoin>(get_pos() +
1475 Vector(graphicsRandom.rand(5), graphicsRandom.rand(-32,18)),
1476 graphicsRandom.rand(-100,100)));
1478 player_status->coins -= std::max(player_status->coins/10, 25);
1482 GameSession::current()->set_reset_point("", Vector());
1484 physic.enable_gravity(true);
1485 physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
1487 invincible_timer.stop();
1488 physic.set_acceleration(0, 0);
1489 physic.set_velocity(0, -700);
1490 set_bonus(NO_BONUS, true);
1492 dying_timer.start(3.0);
1493 set_group(COLGROUP_DISABLED);
1495 // TODO: need nice way to handle players dying in co-op mode
1496 Sector::current()->effect->fade_out(3.0);
1497 SoundManager::current()->stop_music(3.0);
1502 Player::move(const Vector& vector)
1506 // Reset size to get correct hitbox if Tux was eg. ducked before moving
1508 set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
1510 set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
1512 backflipping = false;
1513 sprite->set_angle(0.0f);
1514 last_ground_y = vector.y;
1515 if (climbing) stop_climbing(*climbing);
1521 Player::check_bounds()
1523 /* Keep tux in sector bounds: */
1524 if (get_pos().x < 0) {
1525 // Lock Tux to the size of the level, so that he doesn't fall off
1527 set_pos(Vector(0, get_pos().y));
1530 if (get_bbox().get_right() > Sector::current()->get_width()) {
1531 // Lock Tux to the size of the level, so that he doesn't fall off
1533 set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
1536 /* fallen out of the level? */
1537 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1544 Player::add_velocity(const Vector& velocity)
1546 physic.set_velocity(physic.get_velocity() + velocity);
1550 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1552 if (end_speed.x > 0)
1553 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1554 if (end_speed.x < 0)
1555 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1556 if (end_speed.y > 0)
1557 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1558 if (end_speed.y < 0)
1559 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1563 Player::get_velocity()
1565 return physic.get_velocity();
1569 Player::bounce(BadGuy& )
1571 if(!(player_status->bonus == AIR_BONUS))
1572 physic.set_velocity_y(controller->hold(Controller::JUMP) ? -520 : -300);
1574 physic.set_velocity_y(controller->hold(Controller::JUMP) ? -580 : -340);
1575 ability_time = player_status->max_air_time * GLIDE_TIME_PER_FLOWER;
1579 //scripting Functions Below
1582 Player::deactivate()
1587 physic.set_velocity_x(0);
1588 physic.set_velocity_y(0);
1589 physic.set_acceleration_x(0);
1590 physic.set_acceleration_y(0);
1591 if (climbing) stop_climbing(*climbing);
1599 deactivated = false;
1602 void Player::walk(float speed)
1604 physic.set_velocity_x(speed);
1607 void Player::set_dir(bool right)
1609 dir = right ? RIGHT : LEFT;
1613 Player::set_ghost_mode(bool enable)
1615 if (ghost_mode == enable)
1618 if (climbing) stop_climbing(*climbing);
1622 set_group(COLGROUP_DISABLED);
1623 physic.enable_gravity(false);
1624 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1627 set_group(COLGROUP_MOVING);
1628 physic.enable_gravity(true);
1629 log_debug << "You feel solid again." << std::endl;
1634 Player::set_edit_mode(bool enable)
1640 Player::start_climbing(Climbable& climbable)
1642 if (climbing || !&climbable) return;
1644 climbing = &climbable;
1645 physic.enable_gravity(false);
1646 physic.set_velocity(0, 0);
1647 physic.set_acceleration(0, 0);
1649 backflipping = false;
1650 backflip_direction = 0;
1651 sprite->set_angle(0.0f);
1656 Player::stop_climbing(Climbable& /*climbable*/)
1658 if (!climbing) return;
1662 if (grabbed_object) {
1663 grabbed_object->ungrab(*this, dir);
1664 grabbed_object = NULL;
1667 physic.enable_gravity(true);
1668 physic.set_velocity(0, 0);
1669 physic.set_acceleration(0, 0);
1671 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1672 on_ground_flag = true;
1673 // TODO: This won't help. Why?
1679 Player::handle_input_climbing()
1682 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1688 if (controller->hold(Controller::LEFT)) {
1692 if (controller->hold(Controller::RIGHT)) {
1696 if (controller->hold(Controller::UP)) {
1699 if (controller->hold(Controller::DOWN)) {
1702 if (controller->hold(Controller::JUMP)) {
1704 stop_climbing(*climbing);
1710 if (controller->hold(Controller::ACTION)) {
1711 stop_climbing(*climbing);
1714 physic.set_velocity(vx, vy);
1715 physic.set_acceleration(0, 0);