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/joystickkeyboardcontroller.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 int TILES_FOR_BUTTJUMP = 3;
44 static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
45 static const float SHOOTING_TIME = .150f;
47 /** number of idle stages, including standing */
48 static const unsigned int IDLE_STAGE_COUNT = 5;
50 * how long to play each idle animation in milliseconds
51 * '0' means the sprite action is played once before moving onto the next
54 static const int IDLE_TIME[] = { 5000, 0, 2500, 0, 2500 };
56 static const std::string IDLE_STAGES[] =
63 /** acceleration in horizontal direction when walking
64 * (all accelerations are in pixel/s^2) */
65 static const float WALK_ACCELERATION_X = 300;
66 /** acceleration in horizontal direction when running */
67 static const float RUN_ACCELERATION_X = 400;
68 /** acceleration when skidding */
69 static const float SKID_XM = 200;
70 /** time of skidding in seconds */
71 static const float SKID_TIME = .3f;
72 /** maximum walk velocity (pixel/s) */
73 static const float MAX_WALK_XM = 230;
74 /** maximum run velocity (pixel/s) */
75 static const float MAX_RUN_XM = 320;
76 /** maximum horizontal climb velocity */
77 static const float MAX_CLIMB_XM = 48;
78 /** maximum vertical climb velocity */
79 static const float MAX_CLIMB_YM = 128;
80 /** instant velocity when tux starts to walk */
81 static const float WALK_SPEED = 100;
83 /** multiplied by WALK_ACCELERATION to give friction */
84 static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
85 /** multiplied by WALK_ACCELERATION to give friction */
86 static const float ICE_FRICTION_MULTIPLIER = 0.1f;
87 static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
89 /** time of the kick (kicking mriceblock) animation */
90 static const float KICK_TIME = .3f;
91 /** time of tux cheering (currently unused) */
92 static const float CHEER_TIME = 1.0f;
94 /** if Tux cannot unduck for this long, he will get hurt */
95 static const float UNDUCK_HURT_TIME = 0.25f;
96 /** gravity is higher after the jump key is released before
97 the apex of the jump is reached */
98 static const float JUMP_EARLY_APEX_FACTOR = 3.0;
100 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) */
102 bool no_water = true;
105 Player::Player(PlayerStatus* _player_status, const std::string& name) :
108 scripting_controller(0),
109 player_status(_player_status),
114 backflip_direction(),
119 scripting_controller_old(0),
143 grabbed_object(NULL),
155 controller = g_main_controller;
156 scripting_controller.reset(new CodeController());
157 sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
158 airarrow = Surface::create("images/engine/hud/airarrow.png");
159 idle_timer.start(IDLE_TIME[0]/1000.0f);
161 sound_manager->preload("sounds/bigjump.wav");
162 sound_manager->preload("sounds/jump.wav");
163 sound_manager->preload("sounds/hurt.wav");
164 sound_manager->preload("sounds/skid.wav");
165 sound_manager->preload("sounds/flip.wav");
166 sound_manager->preload("sounds/invincible_start.ogg");
167 sound_manager->preload("sounds/splash.ogg");
174 if (climbing) stop_climbing(*climbing);
181 set_size(31.8f, 62.8f);
183 set_size(31.8f, 30.8f);
194 fall_mode = ON_GROUND;
196 jump_early_apex = false;
198 wants_buttjump = false;
199 does_buttjump = false;
202 backflipping = false;
203 backflip_direction = 0;
207 ice_this_frame = false;
208 speedlimit = 0; //no special limit
210 on_ground_flag = false;
211 grabbed_object = NULL;
219 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
224 scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
228 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
233 scripting::unexpose_object(vm, table_idx, name);
237 Player::get_speedlimit()
243 Player::set_speedlimit(float newlimit)
249 Player::set_controller(Controller* controller)
251 this->controller = controller;
255 Player::use_scripting_controller(bool use_or_release)
257 if ((use_or_release == true) && (controller != scripting_controller.get())) {
258 scripting_controller_old = get_controller();
259 set_controller(scripting_controller.get());
261 if ((use_or_release == false) && (controller == scripting_controller.get())) {
262 set_controller(scripting_controller_old);
263 scripting_controller_old = 0;
268 Player::do_scripting_controller(std::string control, bool pressed)
270 for(int i = 0; Controller::controlNames[i] != 0; ++i) {
271 if(control == std::string(Controller::controlNames[i])) {
272 scripting_controller->press(Controller::Control(i), pressed);
278 Player::adjust_height(float new_height)
281 bbox2.move(Vector(0, bbox.get_height() - new_height));
282 bbox2.set_height(new_height);
284 if(new_height > bbox.get_height()) {
285 Rectf additional_space = bbox2;
286 additional_space.set_height(new_height - bbox.get_height());
287 if(!Sector::current()->is_free_of_statics(additional_space, this, true))
291 // adjust bbox accordingly
292 // note that we use members of moving_object for this, so we can run this during CD, too
294 set_size(bbox2.get_width(), bbox2.get_height());
299 Player::trigger_sequence(std::string sequence_name)
301 if (climbing) stop_climbing(*climbing);
302 GameSession::current()->start_sequence(sequence_name);
306 Player::update(float elapsed_time)
313 if(dying && dying_timer.check()) {
318 if(!dying && !deactivated)
321 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
325 // extend/shrink tux collision rectangle so that we fall through/walk over 1
327 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
333 // on downward slopes, adjust vertical velocity so tux walks smoothly down
335 if(floor_normal.y != 0) {
336 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
337 physic.set_velocity_y(250);
342 // handle backflipping
344 //prevent player from changing direction when backflipping
345 dir = (backflip_direction == 1) ? LEFT : RIGHT;
346 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
351 fall_mode = ON_GROUND;
352 last_ground_y = get_pos().y;
354 if(get_pos().y > last_ground_y)
356 else if(fall_mode == ON_GROUND)
360 // check if we landed
363 if (backflipping && (!backflip_timer.started())) {
364 backflipping = false;
365 backflip_direction = 0;
367 // if controls are currently deactivated, we take care of standing up ourselves
373 // calculate movement for this frame
374 movement = physic.get_movement(elapsed_time);
376 if(grabbed_object != NULL && !dying) {
377 Vector pos = get_pos() +
378 Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32);
379 grabbed_object->grab(*this, pos, dir);
382 if(grabbed_object != NULL && dying){
383 grabbed_object->ungrab(*this, dir);
384 grabbed_object = NULL;
387 if(!ice_this_frame && on_ground())
390 on_ground_flag = false;
391 ice_this_frame = false;
393 // when invincible, spawn particles
394 if (invincible_timer.started() && !dying)
396 if (systemRandom.rand(0, 2) == 0) {
397 float px = systemRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
398 float py = systemRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
399 Vector ppos = Vector(px, py);
400 Vector pspeed = Vector(0, 0);
401 Vector paccel = Vector(0, 0);
402 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
403 // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
404 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
405 // make every other a longer sparkle to make trail a bit fuzzy
406 (size_t(game_time*20)%2) ? "small" : "medium"
408 "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
413 if (sprite->animation_done()) growing = false;
421 return on_ground_flag;
427 if(player_status->bonus == NO_BONUS)
434 Player::apply_friction()
436 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
437 physic.set_velocity_x(0);
438 physic.set_acceleration_x(0);
440 float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
441 if(physic.get_velocity_x() < 0) {
442 physic.set_acceleration_x(friction);
443 } else if(physic.get_velocity_x() > 0) {
444 physic.set_acceleration_x(-friction);
445 } // no friction for physic.get_velocity_x() == 0
450 Player::handle_horizontal_input()
452 float vx = physic.get_velocity_x();
453 float vy = physic.get_velocity_y();
454 float ax = physic.get_acceleration_x();
455 float ay = physic.get_acceleration_y();
458 if(!duck || physic.get_velocity_y() != 0) {
459 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
463 } else if(!controller->hold(Controller::LEFT)
464 && controller->hold(Controller::RIGHT)) {
471 // do not run if action key is pressed or we're holding something
472 // so tux can only walk while shooting
473 if ( controller->hold(Controller::ACTION) || grabbed_object ) {
474 ax = dirsign * WALK_ACCELERATION_X;
476 if(vx >= MAX_WALK_XM && dirsign > 0) {
479 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
484 if( vx * dirsign < MAX_WALK_XM ) {
485 ax = dirsign * WALK_ACCELERATION_X;
487 ax = dirsign * RUN_ACCELERATION_X;
490 if(vx >= MAX_RUN_XM && dirsign > 0) {
493 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
499 // we can reach WALK_SPEED without any acceleration
500 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
501 vx = dirsign * WALK_SPEED;
505 if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
506 vx = dirsign * speedlimit;
510 // changing directions?
511 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
513 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
514 skidding_timer.start(SKID_TIME);
515 sound_manager->play("sounds/skid.wav");
516 // dust some particles
517 Sector::current()->add_object(
519 Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
520 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
521 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
531 ax *= ICE_ACCELERATION_MULTIPLIER;
534 physic.set_velocity(vx, vy);
535 physic.set_acceleration(ax, ay);
537 // we get slower when not pressing any keys
559 if (physic.get_velocity_y() != 0)
566 if (adjust_height(31.8f)) {
569 unduck_hurt_timer.stop();
576 Player::do_standup() {
584 if (adjust_height(63.8f)) {
586 unduck_hurt_timer.stop();
588 // if timer is not already running, start it.
589 if (unduck_hurt_timer.get_period() == 0) {
590 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
592 else if (unduck_hurt_timer.check()) {
600 Player::do_backflip() {
606 backflip_direction = (dir == LEFT)?(+1):(-1);
609 sound_manager->play("sounds/flip.wav");
610 backflip_timer.start(0.15f);
614 Player::do_jump(float yspeed) {
618 physic.set_velocity_y(yspeed);
619 //bbox.move(Vector(0, -1));
621 on_ground_flag = false;
626 sound_manager->play("sounds/bigjump.wav");
628 sound_manager->play("sounds/jump.wav");
633 Player::early_jump_apex()
635 if (!jump_early_apex)
637 jump_early_apex = true;
638 physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
643 Player::do_jump_apex()
647 jump_early_apex = false;
648 physic.set_gravity_modifier(1.0f);
653 Player::handle_vertical_input()
656 if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
657 if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
658 jump_button_timer.stop();
660 // when running, only jump a little bit; else do a backflip
661 if ((physic.get_velocity_x() != 0) ||
662 (controller->hold(Controller::LEFT)) ||
663 (controller->hold(Controller::RIGHT)))
672 // jump a bit higher if we are running; else do a normal jump
673 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
676 // Let go of jump key
677 else if(!controller->hold(Controller::JUMP)) {
678 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
684 if(jump_early_apex && physic.get_velocity_y() >= 0) {
688 /* In case the player has pressed Down while in a certain range of air,
689 enable butt jump action */
690 if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
691 wants_buttjump = true;
692 if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
695 /* When Down is not held anymore, disable butt jump */
696 if(!controller->hold(Controller::DOWN)) {
697 wants_buttjump = false;
698 does_buttjump = false;
702 physic.set_acceleration_y(0);
705 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
706 physic.set_acceleration_y(-2000);
707 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
713 Player::handle_input()
716 handle_input_ghost();
720 handle_input_climbing();
725 if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
728 if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
731 if( controller->pressed( Controller::PEEK_LEFT ) ) {
734 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
737 if(!backflipping && !jumping && on_ground()) {
738 if( controller->pressed( Controller::PEEK_UP ) ) {
740 } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
745 /* Handle horizontal movement: */
746 if (!backflipping) handle_horizontal_input();
752 /* Handle vertical movement: */
753 handle_vertical_input();
756 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
757 if(Sector::current()->add_bullet(
758 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
759 : Vector(32, bbox.get_height()/2)),
760 physic.get_velocity_x(), dir))
761 shooting_timer.start(SHOOTING_TIME);
764 /* Duck or Standup! */
765 if (controller->hold(Controller::DOWN)) {
774 if(!controller->hold(Controller::ACTION) && grabbed_object) {
775 // move the grabbed object a bit away from tux
776 Vector pos = get_pos() +
777 Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
778 bbox.get_height()*0.66666 - 32);
779 Rectf dest(pos, pos + Vector(32, 32));
780 if(Sector::current()->is_free_of_movingstatics(dest)) {
781 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
783 moving_object->set_pos(pos);
785 log_debug << "Non MovingObject grabbed?!?" << std::endl;
787 if(controller->hold(Controller::UP)) {
788 grabbed_object->ungrab(*this, UP);
790 grabbed_object->ungrab(*this, dir);
792 grabbed_object = NULL;
800 if(controller->hold(Controller::ACTION) && !grabbed_object
802 Sector* sector = Sector::current();
805 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
807 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
810 for(Sector::Portables::iterator i = sector->portables.begin();
811 i != sector->portables.end(); ++i) {
812 Portable* portable = *i;
813 if(!portable->is_portable())
816 // make sure the Portable is a MovingObject
817 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
818 assert(moving_object);
819 if(moving_object == NULL)
822 // make sure the Portable isn't currently non-solid
823 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
825 // check if we are within reach
826 if(moving_object->get_bbox().contains(pos)) {
827 if (climbing) stop_climbing(*climbing);
828 grabbed_object = portable;
829 grabbed_object->grab(*this, get_pos(), dir);
837 Player::handle_input_ghost()
841 if (controller->hold(Controller::LEFT)) {
843 vx -= MAX_RUN_XM * 2;
845 if (controller->hold(Controller::RIGHT)) {
847 vx += MAX_RUN_XM * 2;
849 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
850 vy -= MAX_RUN_XM * 2;
852 if (controller->hold(Controller::DOWN)) {
853 vy += MAX_RUN_XM * 2;
855 if (controller->hold(Controller::ACTION)) {
856 set_ghost_mode(false);
858 physic.set_velocity(vx, vy);
859 physic.set_acceleration(0, 0);
863 Player::add_coins(int count)
865 player_status->add_coins(count);
871 return player_status->coins;
875 Player::add_bonus(const std::string& bonustype)
877 BonusType type = NO_BONUS;
879 if(bonustype == "grow") {
881 } else if(bonustype == "fireflower") {
883 } else if(bonustype == "iceflower") {
885 } else if(bonustype == "none") {
888 std::ostringstream msg;
889 msg << "Unknown bonus type " << bonustype;
890 throw std::runtime_error(msg.str());
893 return add_bonus(type);
897 Player::add_bonus(BonusType type, bool animate)
899 // always ignore NO_BONUS
900 if (type == NO_BONUS) {
904 // ignore GROWUP_BONUS if we're already big
905 if (type == GROWUP_BONUS) {
906 if (player_status->bonus == GROWUP_BONUS)
908 if (player_status->bonus == FIRE_BONUS)
910 if (player_status->bonus == ICE_BONUS)
914 return set_bonus(type, animate);
918 Player::set_bonus(BonusType type, bool animate)
920 if(player_status->bonus == NO_BONUS) {
921 if (!adjust_height(62.8f)) {
922 printf("can't adjust\n");
927 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
929 if (climbing) stop_climbing(*climbing);
932 if (type == NO_BONUS) {
933 if (does_buttjump) does_buttjump = false;
936 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
937 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
938 // visually lose helmet
939 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
940 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
941 Vector paccel = Vector(0, 1000);
942 std::string action = (dir==LEFT)?"left":"right";
943 Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
944 if (climbing) stop_climbing(*climbing);
946 if ((player_status->bonus == ICE_BONUS) && (animate)) {
948 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
949 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
950 Vector paccel = Vector(0, 1000);
951 std::string action = (dir==LEFT)?"left":"right";
952 Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
953 if (climbing) stop_climbing(*climbing);
955 player_status->max_fire_bullets = 0;
956 player_status->max_ice_bullets = 0;
958 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
959 if (type == ICE_BONUS) player_status->max_ice_bullets++;
961 player_status->bonus = type;
966 Player::set_visible(bool visible)
968 this->visible = visible;
970 set_group(COLGROUP_MOVING);
972 set_group(COLGROUP_DISABLED);
976 Player::get_visible()
984 kick_timer.start(KICK_TIME);
988 Player::draw(DrawingContext& context)
993 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
994 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
995 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
996 float py = Sector::current()->camera->get_translation().y;
997 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
998 context.draw_surface(airarrow.get(), Vector(px, py), LAYER_HUD - 1);
1001 std::string sa_prefix = "";
1002 std::string sa_postfix = "";
1004 if (player_status->bonus == GROWUP_BONUS)
1006 else if (player_status->bonus == FIRE_BONUS)
1008 else if (player_status->bonus == ICE_BONUS)
1011 sa_prefix = "small";
1014 sa_postfix = "-left";
1016 sa_postfix = "-right";
1018 /* Set Tux sprite action */
1020 sprite->set_action("gameover");
1023 sprite->set_action_continued("grow"+sa_postfix);
1024 // while growing, do not change action
1025 // do_duck() will take care of cancelling growing manually
1026 // update() will take care of cancelling when growing completed
1028 else if (climbing) {
1029 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1031 else if (backflipping) {
1032 sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
1034 else if (duck && is_big()) {
1035 sprite->set_action(sa_prefix+"-duck"+sa_postfix);
1037 else if (skidding_timer.started() && !skidding_timer.check()) {
1038 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1040 else if (kick_timer.started() && !kick_timer.check()) {
1041 sprite->set_action(sa_prefix+"-kick"+sa_postfix);
1043 else if ((wants_buttjump || does_buttjump) && is_big()) {
1044 sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
1046 else if (!on_ground()) {
1047 sprite->set_action(sa_prefix+"-jump"+sa_postfix);
1050 if (fabsf(physic.get_velocity_x()) < 1.0f) {
1051 // Determine which idle stage we're at
1052 if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
1054 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1056 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1058 else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
1060 if (idle_stage >= IDLE_STAGE_COUNT)
1063 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1065 if (IDLE_TIME[idle_stage] == 0)
1066 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
1068 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1071 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1075 sprite->set_action(sa_prefix+"-walk"+sa_postfix);
1080 // Tux is holding something
1081 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
1082 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
1090 if (safe_timer.started() && size_t(game_time*40)%2)
1093 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1099 Player::collision_tile(uint32_t tile_attributes)
1101 if(tile_attributes & Tile::HURTS)
1106 if( tile_attributes & Tile::WATER ){
1112 if( tile_attributes & Tile::WATER ){
1115 sound_manager->play( "sounds/splash.ogg" );
1120 if(tile_attributes & Tile::ICE) {
1121 ice_this_frame = true;
1127 Player::collision_solid(const CollisionHit& hit)
1130 if(physic.get_velocity_y() > 0)
1131 physic.set_velocity_y(0);
1133 on_ground_flag = true;
1134 floor_normal = hit.slope_normal;
1137 if (does_buttjump) {
1138 does_buttjump = false;
1139 physic.set_velocity_y(-300);
1140 on_ground_flag = false;
1141 Sector::current()->add_object(new Particles(
1142 Vector(get_bbox().p2.x, get_bbox().p2.y),
1144 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1146 Sector::current()->add_object(new Particles(
1147 Vector(get_bbox().p1.x, get_bbox().p2.y),
1149 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1153 } else if(hit.top) {
1154 if(physic.get_velocity_y() < 0)
1155 physic.set_velocity_y(.2f);
1158 if(hit.left || hit.right) {
1159 physic.set_velocity_x(0);
1164 if(hit.left || hit.right) {
1166 } else if(hit.top || hit.bottom) {
1173 Player::collision(GameObject& other, const CollisionHit& hit)
1175 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1180 if(hit.left || hit.right) {
1181 try_grab(); //grab objects right now, in update it will be too late
1183 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1184 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1185 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1186 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1188 if(controller->pressed(Controller::UP))
1189 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1195 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1196 if(badguy != NULL) {
1197 if(safe_timer.started() || invincible_timer.started())
1207 Player::make_invincible()
1209 sound_manager->play("sounds/invincible_start.ogg");
1210 invincible_timer.start(TUX_INVINCIBLE_TIME);
1211 Sector::current()->play_music(HERRING_MUSIC);
1216 Player::kill(bool completely)
1218 if(dying || deactivated)
1221 if(!completely && (safe_timer.started() || invincible_timer.started()))
1226 sound_manager->play("sounds/hurt.wav");
1228 if (climbing) stop_climbing(*climbing);
1230 physic.set_velocity_x(0);
1232 if(!completely && is_big()) {
1233 if(player_status->bonus == FIRE_BONUS
1234 || player_status->bonus == ICE_BONUS) {
1235 safe_timer.start(TUX_SAFE_TIME);
1236 set_bonus(GROWUP_BONUS, true);
1237 } else if(player_status->bonus == GROWUP_BONUS) {
1238 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1239 adjust_height(30.8f);
1241 backflipping = false;
1242 set_bonus(NO_BONUS, true);
1243 } else if(player_status->bonus == NO_BONUS) {
1244 safe_timer.start(TUX_SAFE_TIME);
1245 adjust_height(30.8f);
1250 // do not die when in edit mode
1252 set_ghost_mode(true);
1256 if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
1258 for (int i = 0; i < 5; i++)
1260 // the numbers: starting x, starting y, velocity y
1261 Sector::current()->add_object(new FallingCoin(get_pos() +
1262 Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
1263 systemRandom.rand(-100,100)));
1265 player_status->coins -= std::max(player_status->coins/10, 25);
1269 GameSession::current()->set_reset_point("", Vector());
1271 physic.enable_gravity(true);
1272 physic.set_acceleration(0, 0);
1273 physic.set_velocity(0, -700);
1274 set_bonus(NO_BONUS, true);
1276 dying_timer.start(3.0);
1277 set_group(COLGROUP_DISABLED);
1279 Sector::current()->effect->fade_out(3.0);
1280 sound_manager->stop_music(3.0);
1285 Player::move(const Vector& vector)
1289 // TODO: do we need the following? Seems irrelevant to moving the player
1291 set_size(31.8f, 63.8f);
1293 set_size(31.8f, 31.8f);
1295 last_ground_y = vector.y;
1296 if (climbing) stop_climbing(*climbing);
1302 Player::check_bounds(Camera* camera)
1304 /* Keep tux in sector bounds: */
1305 if (get_pos().x < 0) {
1306 // Lock Tux to the size of the level, so that he doesn't fall off
1308 set_pos(Vector(0, get_pos().y));
1311 if (get_bbox().get_right() > Sector::current()->get_width()) {
1312 // Lock Tux to the size of the level, so that he doesn't fall off
1314 set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
1317 /* fallen out of the level? */
1318 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1323 // can happen if back scrolling is disabled
1324 if(get_pos().x < camera->get_translation().x) {
1325 set_pos(Vector(camera->get_translation().x, get_pos().y));
1327 if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
1330 camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
1336 Player::add_velocity(const Vector& velocity)
1338 physic.set_velocity(physic.get_velocity() + velocity);
1342 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1344 if (end_speed.x > 0)
1345 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1346 if (end_speed.x < 0)
1347 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1348 if (end_speed.y > 0)
1349 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1350 if (end_speed.y < 0)
1351 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1355 Player::get_velocity()
1357 return physic.get_velocity();
1361 Player::bounce(BadGuy& )
1363 if(controller->hold(Controller::JUMP))
1364 physic.set_velocity_y(-520);
1366 physic.set_velocity_y(-300);
1369 //scripting Functions Below
1372 Player::deactivate()
1377 physic.set_velocity_x(0);
1378 physic.set_velocity_y(0);
1379 physic.set_acceleration_x(0);
1380 physic.set_acceleration_y(0);
1381 if (climbing) stop_climbing(*climbing);
1389 deactivated = false;
1392 void Player::walk(float speed)
1394 physic.set_velocity_x(speed);
1398 Player::set_ghost_mode(bool enable)
1400 if (ghost_mode == enable)
1403 if (climbing) stop_climbing(*climbing);
1407 set_group(COLGROUP_DISABLED);
1408 physic.enable_gravity(false);
1409 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1412 set_group(COLGROUP_MOVING);
1413 physic.enable_gravity(true);
1414 log_debug << "You feel solid again." << std::endl;
1419 Player::set_edit_mode(bool enable)
1425 Player::start_climbing(Climbable& climbable)
1427 if (climbing == &climbable) return;
1429 climbing = &climbable;
1430 physic.enable_gravity(false);
1431 physic.set_velocity(0, 0);
1432 physic.set_acceleration(0, 0);
1436 Player::stop_climbing(Climbable& /*climbable*/)
1438 if (!climbing) return;
1442 if (grabbed_object) {
1443 grabbed_object->ungrab(*this, dir);
1444 grabbed_object = NULL;
1447 physic.enable_gravity(true);
1448 physic.set_velocity(0, 0);
1449 physic.set_acceleration(0, 0);
1451 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1452 on_ground_flag = true;
1453 // TODO: This won't help. Why?
1459 Player::handle_input_climbing()
1462 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1468 if (controller->hold(Controller::LEFT)) {
1472 if (controller->hold(Controller::RIGHT)) {
1476 if (controller->hold(Controller::UP)) {
1479 if (controller->hold(Controller::DOWN)) {
1482 if (controller->hold(Controller::JUMP)) {
1484 stop_climbing(*climbing);
1490 if (controller->hold(Controller::ACTION)) {
1491 stop_climbing(*climbing);
1494 physic.set_velocity(vx, vy);
1495 physic.set_acceleration(0, 0);