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;
46 /** number of idle stages, including standing */
47 static const unsigned int IDLE_STAGE_COUNT = 5;
49 * how long to play each idle animation in milliseconds
50 * '0' means the sprite action is played once before moving onto the next
53 static const int IDLE_TIME[] = { 5000, 0, 2500, 0, 2500 };
55 static const std::string IDLE_STAGES[] =
62 /** acceleration in horizontal direction when walking
63 * (all accelerations are in pixel/s^2) */
64 static const float WALK_ACCELERATION_X = 300;
65 /** acceleration in horizontal direction when running */
66 static const float RUN_ACCELERATION_X = 400;
67 /** acceleration when skidding */
68 static const float SKID_XM = 200;
69 /** time of skidding in seconds */
70 static const float SKID_TIME = .3f;
71 /** maximum walk velocity (pixel/s) */
72 static const float MAX_WALK_XM = 230;
73 /** maximum run velocity (pixel/s) */
74 static const float MAX_RUN_XM = 320;
75 /** bonus run velocity addition (pixel/s) */
76 static const float BONUS_RUN_XM = 80;
77 /** maximum horizontal climb velocity */
78 static const float MAX_CLIMB_XM = 96;
79 /** maximum vertical climb velocity */
80 static const float MAX_CLIMB_YM = 128;
81 /** instant velocity when tux starts to walk */
82 static const float WALK_SPEED = 100;
84 /** multiplied by WALK_ACCELERATION to give friction */
85 static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
86 /** multiplied by WALK_ACCELERATION to give friction */
87 static const float ICE_FRICTION_MULTIPLIER = 0.1f;
88 static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
90 /** time of the kick (kicking mriceblock) animation */
91 static const float KICK_TIME = .3f;
93 /** if Tux cannot unduck for this long, he will get hurt */
94 static const float UNDUCK_HURT_TIME = 0.25f;
95 /** gravity is higher after the jump key is released before
96 the apex of the jump is reached */
97 static const float JUMP_EARLY_APEX_FACTOR = 3.0;
99 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) */
101 /* Tux's collision rectangle */
102 static const float TUX_WIDTH = 31.8f;
103 static const float RUNNING_TUX_WIDTH = 34;
104 static const float SMALL_TUX_HEIGHT = 30.8f;
105 static const float BIG_TUX_HEIGHT = 62.8f;
106 static const float DUCKED_TUX_HEIGHT = 31.8f;
108 bool no_water = true;
111 Player::Player(PlayerStatus* _player_status, const std::string& name_) :
114 scripting_controller(),
115 player_status(_player_status),
121 backflip_direction(),
126 scripting_controller_old(0),
150 grabbed_object(NULL),
162 controller = InputManager::current()->get_controller();
163 scripting_controller.reset(new CodeController());
164 // if/when we have complete penny gfx, we can
165 // load those instead of Tux's sprite in the
167 sprite = SpriteManager::current()->create("images/creatures/tux/tux.sprite");
168 airarrow = Surface::create("images/engine/hud/airarrow.png");
169 idle_timer.start(IDLE_TIME[0]/1000.0f);
171 SoundManager::current()->preload("sounds/bigjump.wav");
172 SoundManager::current()->preload("sounds/jump.wav");
173 SoundManager::current()->preload("sounds/hurt.wav");
174 SoundManager::current()->preload("sounds/kill.wav");
175 SoundManager::current()->preload("sounds/skid.wav");
176 SoundManager::current()->preload("sounds/flip.wav");
177 SoundManager::current()->preload("sounds/invincible_start.ogg");
178 SoundManager::current()->preload("sounds/splash.ogg");
185 if (climbing) stop_climbing(*climbing);
192 set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
194 set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
206 fall_mode = ON_GROUND;
208 jump_early_apex = false;
210 wants_buttjump = false;
211 does_buttjump = false;
214 backflipping = false;
215 backflip_direction = 0;
216 sprite->set_angle(0.0f);
220 ice_this_frame = false;
221 speedlimit = 0; //no special limit
223 on_ground_flag = false;
224 grabbed_object = NULL;
232 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
237 scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
241 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
246 scripting::unexpose_object(vm, table_idx, name);
250 Player::get_speedlimit()
256 Player::set_speedlimit(float newlimit)
262 Player::set_controller(Controller* controller_)
264 this->controller = controller_;
268 Player::set_winning()
270 if( ! is_winning() ){
272 invincible_timer.start(10000.0f);
277 Player::use_scripting_controller(bool use_or_release)
279 if ((use_or_release == true) && (controller != scripting_controller.get())) {
280 scripting_controller_old = get_controller();
281 set_controller(scripting_controller.get());
283 if ((use_or_release == false) && (controller == scripting_controller.get())) {
284 set_controller(scripting_controller_old);
285 scripting_controller_old = 0;
290 Player::do_scripting_controller(std::string control, bool pressed)
292 for(int i = 0; Controller::controlNames[i] != 0; ++i) {
293 if(control == std::string(Controller::controlNames[i])) {
294 scripting_controller->press(Controller::Control(i), pressed);
300 Player::adjust_height(float new_height)
303 bbox2.move(Vector(0, bbox.get_height() - new_height));
304 bbox2.set_height(new_height);
307 if(new_height > bbox.get_height()) {
308 Rectf additional_space = bbox2;
309 additional_space.set_height(new_height - bbox.get_height());
310 if(!Sector::current()->is_free_of_statics(additional_space, this, true))
314 // adjust bbox accordingly
315 // note that we use members of moving_object for this, so we can run this during CD, too
317 set_size(bbox2.get_width(), bbox2.get_height());
322 Player::trigger_sequence(std::string sequence_name)
324 if (climbing) stop_climbing(*climbing);
325 backflipping = false;
326 backflip_direction = 0;
327 sprite->set_angle(0.0f);
328 GameSession::current()->start_sequence(sequence_name);
332 Player::update(float elapsed_time)
339 if(dying && dying_timer.check()) {
340 set_bonus(NO_BONUS, true);
345 if(!dying && !deactivated)
349 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
354 // extend/shrink tux collision rectangle so that we fall through/walk over 1
356 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
357 set_width(RUNNING_TUX_WIDTH);
359 set_width(TUX_WIDTH);
362 // on downward slopes, adjust vertical velocity so tux walks smoothly down
363 if (on_ground() && !dying) {
364 if(floor_normal.y != 0) {
365 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
366 physic.set_velocity_y(250);
371 // handle backflipping
372 if (backflipping && !dying) {
373 //prevent player from changing direction when backflipping
374 dir = (backflip_direction == 1) ? LEFT : RIGHT;
375 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
376 //rotate sprite during flip
377 sprite->set_angle(sprite->get_angle() + (dir==LEFT?1:-1) * elapsed_time * (360.0f / 0.5f));
382 fall_mode = ON_GROUND;
383 last_ground_y = get_pos().y;
385 if(get_pos().y > last_ground_y)
387 else if(fall_mode == ON_GROUND)
391 // check if we landed
394 if (backflipping && (backflip_timer.get_timegone() > 0.15f)) {
395 backflipping = false;
396 backflip_direction = 0;
397 sprite->set_angle(0.0f);
399 // if controls are currently deactivated, we take care of standing up ourselves
405 // calculate movement for this frame
406 movement = physic.get_movement(elapsed_time);
408 if(grabbed_object != NULL && !dying) {
409 position_grabbed_object();
412 if(grabbed_object != NULL && dying){
413 grabbed_object->ungrab(*this, dir);
414 grabbed_object = NULL;
417 if(!ice_this_frame && on_ground())
420 on_ground_flag = false;
421 ice_this_frame = false;
423 // when invincible, spawn particles
424 if (invincible_timer.started())
426 if (graphicsRandom.rand(0, 2) == 0) {
427 float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
428 float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
429 Vector ppos = Vector(px, py);
430 Vector pspeed = Vector(0, 0);
431 Vector paccel = Vector(0, 0);
432 Sector::current()->add_object(std::make_shared<SpriteParticle>(
433 "images/objects/particles/sparkle.sprite",
434 // draw bright sparkle when there is lots of time left,
435 // dark sparkle when invincibility is about to end
436 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
437 // make every other a longer sparkle to make trail a bit fuzzy
438 (size_t(game_time*20)%2) ? "small" : "medium"
440 "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
445 if (sprite->animation_done()) growing = false;
448 // when climbing animate only while moving
450 if((physic.get_velocity_x()==0)&&(physic.get_velocity_y()==0))
451 sprite->stop_animation();
453 sprite->set_animation_loops(-1);
461 return on_ground_flag;
467 if(player_status->bonus == NO_BONUS)
474 Player::apply_friction()
476 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
477 physic.set_velocity_x(0);
478 physic.set_acceleration_x(0);
480 float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
481 if(physic.get_velocity_x() < 0) {
482 physic.set_acceleration_x(friction);
483 } else if(physic.get_velocity_x() > 0) {
484 physic.set_acceleration_x(-friction);
485 } // no friction for physic.get_velocity_x() == 0
490 Player::handle_horizontal_input()
492 float vx = physic.get_velocity_x();
493 float vy = physic.get_velocity_y();
494 float ax = physic.get_acceleration_x();
495 float ay = physic.get_acceleration_y();
498 if(!duck || physic.get_velocity_y() != 0) {
499 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
503 } else if(!controller->hold(Controller::LEFT)
504 && controller->hold(Controller::RIGHT)) {
511 // do not run if we're holding something which slows us down
512 if ( grabbed_object && grabbed_object->is_hampering() ) {
513 ax = dirsign * WALK_ACCELERATION_X;
515 if(vx >= MAX_WALK_XM && dirsign > 0) {
518 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
523 if( vx * dirsign < MAX_WALK_XM ) {
524 ax = dirsign * WALK_ACCELERATION_X;
526 ax = dirsign * RUN_ACCELERATION_X;
529 if(vx >= MAX_RUN_XM + BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0) && dirsign > 0) {
530 vx = MAX_RUN_XM + BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0);
532 } else if(vx <= -MAX_RUN_XM - BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0) && dirsign < 0) {
533 vx = -MAX_RUN_XM - BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0);
538 // we can reach WALK_SPEED without any acceleration
539 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
540 vx = dirsign * WALK_SPEED;
544 if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
545 vx = dirsign * speedlimit;
549 // changing directions?
550 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
552 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
553 skidding_timer.start(SKID_TIME);
554 SoundManager::current()->play("sounds/skid.wav");
555 // dust some particles
556 Sector::current()->add_object(
557 std::make_shared<Particles>(
558 Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
559 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
560 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
570 ax *= ICE_ACCELERATION_MULTIPLIER;
573 physic.set_velocity(vx, vy);
574 physic.set_acceleration(ax, ay);
576 // we get slower when not pressing any keys
598 if (physic.get_velocity_y() != 0)
605 if (adjust_height(DUCKED_TUX_HEIGHT)) {
608 unduck_hurt_timer.stop();
615 Player::do_standup() {
623 if (adjust_height(BIG_TUX_HEIGHT)) {
625 unduck_hurt_timer.stop();
627 // if timer is not already running, start it.
628 if (unduck_hurt_timer.get_period() == 0) {
629 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
631 else if (unduck_hurt_timer.check()) {
639 Player::do_backflip() {
645 backflip_direction = (dir == LEFT)?(+1):(-1);
647 do_jump((player_status->bonus == AIR_BONUS) ? -720 : -580);
648 SoundManager::current()->play("sounds/flip.wav");
649 backflip_timer.start(TUX_BACKFLIP_TIME);
653 Player::do_jump(float yspeed) {
657 physic.set_velocity_y(yspeed);
658 //bbox.move(Vector(0, -1));
660 on_ground_flag = false;
665 SoundManager::current()->play("sounds/bigjump.wav");
667 SoundManager::current()->play("sounds/jump.wav");
672 Player::early_jump_apex()
674 if (!jump_early_apex)
676 jump_early_apex = true;
677 physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
682 Player::do_jump_apex()
686 jump_early_apex = false;
687 physic.set_gravity_modifier(1.0f);
692 Player::handle_vertical_input()
695 if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
696 if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
697 jump_button_timer.stop();
699 // when running, only jump a little bit; else do a backflip
700 if ((physic.get_velocity_x() != 0) ||
701 (controller->hold(Controller::LEFT)) ||
702 (controller->hold(Controller::RIGHT)))
711 // airflower allows for higher jumps-
712 // jump a bit higher if we are running; else do a normal jump
713 if(player_status->bonus == AIR_BONUS)
714 do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -620 : -580);
716 do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -580 : -520);
719 // Let go of jump key
720 else if(!controller->hold(Controller::JUMP)) {
721 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
727 if(jump_early_apex && physic.get_velocity_y() >= 0) {
731 /* In case the player has pressed Down while in a certain range of air,
732 enable butt jump action */
733 if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
734 wants_buttjump = true;
735 if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
738 /* When Down is not held anymore, disable butt jump */
739 if(!controller->hold(Controller::DOWN)) {
740 wants_buttjump = false;
741 does_buttjump = false;
745 physic.set_acceleration_y(0);
748 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
749 physic.set_acceleration_y(-2000);
750 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
756 Player::handle_input()
759 handle_input_ghost();
763 handle_input_climbing();
768 if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
771 if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
774 if( controller->pressed( Controller::PEEK_LEFT ) ) {
777 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
780 if(!backflipping && !jumping && on_ground()) {
781 if( controller->pressed( Controller::PEEK_UP ) ) {
783 } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
788 /* Handle horizontal movement: */
789 if (!backflipping) handle_horizontal_input();
795 /* Handle vertical movement: */
796 handle_vertical_input();
799 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
800 if(Sector::current()->add_bullet(
801 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
802 : Vector(32, bbox.get_height()/2)),
804 physic.get_velocity_x(), dir))
805 shooting_timer.start(SHOOTING_TIME);
808 /* Duck or Standup! */
809 if (controller->hold(Controller::DOWN)) {
818 if(!controller->hold(Controller::ACTION) && grabbed_object) {
819 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
821 // move the grabbed object a bit away from tux
822 Rectf grabbed_bbox = moving_object->get_bbox();
824 dest_.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
825 dest_.p1.y = dest_.p2.y - grabbed_bbox.get_height();
827 dest_.p2.x = bbox.get_left() - 1;
828 dest_.p1.x = dest_.p2.x - grabbed_bbox.get_width();
830 dest_.p1.x = bbox.get_right() + 1;
831 dest_.p2.x = dest_.p1.x + grabbed_bbox.get_width();
833 if(Sector::current()->is_free_of_tiles(dest_, true)) {
834 moving_object->set_pos(dest_.p1);
835 if(controller->hold(Controller::UP)) {
836 grabbed_object->ungrab(*this, UP);
838 grabbed_object->ungrab(*this, dir);
840 grabbed_object = NULL;
843 log_debug << "Non MovingObject grabbed?!?" << std::endl;
847 /* stop backflipping at will */
848 if( backflipping && ( !controller->hold(Controller::JUMP) && !backflip_timer.started()) ){
849 backflipping = false;
850 backflip_direction = 0;
851 sprite->set_angle(0.0f);
856 Player::position_grabbed_object()
858 MovingObject* moving_object = dynamic_cast<MovingObject*>(grabbed_object);
859 assert(moving_object);
861 // Position where we will hold the lower-inner corner
862 Vector pos(get_bbox().get_left() + get_bbox().get_width()/2,
863 get_bbox().get_top() + get_bbox().get_height()*0.66666);
865 // Adjust to find the grabbed object's upper-left corner
867 pos.x -= moving_object->get_bbox().get_width();
868 pos.y -= moving_object->get_bbox().get_height();
870 grabbed_object->grab(*this, pos, dir);
876 if(controller->hold(Controller::ACTION) && !grabbed_object
878 Sector* sector = Sector::current();
881 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
883 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
886 for(Sector::Portables::iterator i = sector->portables.begin();
887 i != sector->portables.end(); ++i) {
888 Portable* portable = *i;
889 if(!portable->is_portable())
892 // make sure the Portable is a MovingObject
893 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
894 assert(moving_object);
895 if(moving_object == NULL)
898 // make sure the Portable isn't currently non-solid
899 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
901 // check if we are within reach
902 if(moving_object->get_bbox().contains(pos)) {
903 if (climbing) stop_climbing(*climbing);
904 grabbed_object = portable;
905 position_grabbed_object();
913 Player::handle_input_ghost()
917 if (controller->hold(Controller::LEFT)) {
919 vx -= MAX_RUN_XM * 2;
921 if (controller->hold(Controller::RIGHT)) {
923 vx += MAX_RUN_XM * 2;
925 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
926 vy -= MAX_RUN_XM * 2;
928 if (controller->hold(Controller::DOWN)) {
929 vy += MAX_RUN_XM * 2;
931 if (controller->hold(Controller::ACTION)) {
932 set_ghost_mode(false);
934 physic.set_velocity(vx, vy);
935 physic.set_acceleration(0, 0);
939 Player::add_coins(int count)
941 player_status->add_coins(count);
947 return player_status->coins;
951 Player::add_bonus(const std::string& bonustype)
953 BonusType type = NO_BONUS;
955 if(bonustype == "grow") {
957 } else if(bonustype == "fireflower") {
959 } else if(bonustype == "iceflower") {
961 } else if(bonustype == "airflower") {
963 } else if(bonustype == "earthflower") {
965 } else if(bonustype == "none") {
968 std::ostringstream msg;
969 msg << "Unknown bonus type " << bonustype;
970 throw std::runtime_error(msg.str());
973 return add_bonus(type);
977 Player::add_bonus(BonusType type, bool animate)
979 // always ignore NO_BONUS
980 if (type == NO_BONUS) {
984 // ignore GROWUP_BONUS if we're already big
985 if (type == GROWUP_BONUS) {
986 if (!player_status->bonus == NO_BONUS)
990 return set_bonus(type, animate);
994 Player::set_bonus(BonusType type, bool animate)
996 if((player_status->bonus == NO_BONUS) && (type != NO_BONUS)) {
997 if (!adjust_height(BIG_TUX_HEIGHT)) {
998 log_debug << "Can't adjust Tux height" << std::endl;
1003 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
1005 if (climbing) stop_climbing(*climbing);
1008 if (type == NO_BONUS) {
1009 if (does_buttjump) does_buttjump = false;
1012 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
1013 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
1014 // visually lose helmet
1015 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1016 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1017 Vector paccel = Vector(0, 1000);
1018 std::string action = (dir==LEFT)?"left":"right";
1019 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1020 if (climbing) stop_climbing(*climbing);
1022 if ((player_status->bonus == ICE_BONUS) && (animate)) {
1023 // visually lose cap
1024 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1025 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1026 Vector paccel = Vector(0, 1000);
1027 std::string action = (dir==LEFT)?"left":"right";
1028 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1029 if (climbing) stop_climbing(*climbing);
1031 if ((player_status->bonus == AIR_BONUS) && (animate)) {
1032 // visually lose hat
1033 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1034 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1035 Vector paccel = Vector(0, 1000);
1036 std::string action = (dir==LEFT)?"left":"right";
1037 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1038 if (climbing) stop_climbing(*climbing);
1040 if ((player_status->bonus == EARTH_BONUS) && (animate)) {
1041 // visually lose hard-hat
1042 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1043 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1044 Vector paccel = Vector(0, 1000);
1045 std::string action = (dir==LEFT)?"left":"right";
1046 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1047 if (climbing) stop_climbing(*climbing);
1049 player_status->max_fire_bullets = 0;
1050 player_status->max_ice_bullets = 0;
1051 player_status->max_air_time = 0;
1052 player_status->max_earth_time = 0;
1054 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
1055 if (type == ICE_BONUS) player_status->max_ice_bullets++;
1056 if (type == AIR_BONUS) player_status->max_air_time++;
1057 if (type == EARTH_BONUS) player_status->max_earth_time++;
1059 player_status->bonus = type;
1064 Player::set_visible(bool visible_)
1066 this->visible = visible_;
1068 set_group(COLGROUP_MOVING);
1070 set_group(COLGROUP_DISABLED);
1074 Player::get_visible()
1082 kick_timer.start(KICK_TIME);
1086 Player::draw(DrawingContext& context)
1091 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
1092 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
1093 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
1094 float py = Sector::current()->camera->get_translation().y;
1095 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
1096 context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1);
1099 std::string sa_prefix = "";
1100 std::string sa_postfix = "";
1102 if (player_status->bonus == GROWUP_BONUS)
1104 else if (player_status->bonus == FIRE_BONUS)
1106 else if (player_status->bonus == ICE_BONUS)
1108 else if (player_status->bonus == AIR_BONUS)
1110 else if (player_status->bonus == EARTH_BONUS)
1113 sa_prefix = "small";
1116 sa_postfix = "-left";
1118 sa_postfix = "-right";
1120 /* Set Tux sprite action */
1122 sprite->set_action("gameover");
1125 sprite->set_action_continued("grow"+sa_postfix);
1126 // while growing, do not change action
1127 // do_duck() will take care of cancelling growing manually
1128 // update() will take care of cancelling when growing completed
1130 else if (climbing) {
1131 sprite->set_action(sa_prefix+"-climbing"+sa_postfix);
1133 else if (backflipping) {
1134 sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
1136 else if (duck && is_big()) {
1137 sprite->set_action(sa_prefix+"-duck"+sa_postfix);
1139 else if (skidding_timer.started() && !skidding_timer.check()) {
1140 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1142 else if (kick_timer.started() && !kick_timer.check()) {
1143 sprite->set_action(sa_prefix+"-kick"+sa_postfix);
1145 else if ((wants_buttjump || does_buttjump) && is_big()) {
1146 sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
1148 else if (!on_ground() || fall_mode != ON_GROUND) {
1149 if(physic.get_velocity_x() != 0 || fall_mode != ON_GROUND) {
1150 sprite->set_action(sa_prefix+"-jump"+sa_postfix);
1154 if (fabsf(physic.get_velocity_x()) < 1.0f) {
1155 // Determine which idle stage we're at
1156 if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
1158 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1160 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1162 else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
1164 if (idle_stage >= IDLE_STAGE_COUNT)
1167 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1169 if (IDLE_TIME[idle_stage] == 0)
1170 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
1172 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1175 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1179 sprite->set_action(sa_prefix+"-walk"+sa_postfix);
1184 // Tux is holding something
1185 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
1186 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
1194 if (safe_timer.started() && size_t(game_time*40)%2)
1197 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1203 Player::collision_tile(uint32_t tile_attributes)
1205 if(tile_attributes & Tile::HURTS)
1210 if( tile_attributes & Tile::WATER ){
1216 if( tile_attributes & Tile::WATER ){
1219 SoundManager::current()->play( "sounds/splash.ogg" );
1224 if(tile_attributes & Tile::ICE) {
1225 ice_this_frame = true;
1231 Player::collision_solid(const CollisionHit& hit)
1234 if(physic.get_velocity_y() > 0)
1235 physic.set_velocity_y(0);
1237 on_ground_flag = true;
1238 floor_normal = hit.slope_normal;
1241 if (does_buttjump) {
1242 does_buttjump = false;
1243 physic.set_velocity_y(-300);
1244 on_ground_flag = false;
1245 Sector::current()->add_object(std::make_shared<Particles>(
1246 Vector(get_bbox().p2.x, get_bbox().p2.y),
1248 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1250 Sector::current()->add_object(std::make_shared<Particles>(
1251 Vector(get_bbox().p1.x, get_bbox().p2.y),
1253 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1255 Sector::current()->camera->shake(.1f, 0, 5);
1258 } else if(hit.top) {
1259 if(physic.get_velocity_y() < 0)
1260 physic.set_velocity_y(.2f);
1263 if(hit.left || hit.right) {
1264 physic.set_velocity_x(0);
1269 if(hit.left || hit.right) {
1271 } else if(hit.top || hit.bottom) {
1278 Player::collision(GameObject& other, const CollisionHit& hit)
1280 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1285 Player* player = dynamic_cast<Player*> (&other);
1290 if(hit.left || hit.right) {
1291 try_grab(); //grab objects right now, in update it will be too late
1293 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1294 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1295 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1296 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1298 if(controller->pressed(Controller::UP))
1299 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1305 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1306 if(badguy != NULL) {
1307 if(safe_timer.started() || invincible_timer.started())
1317 Player::make_invincible()
1319 SoundManager::current()->play("sounds/invincible_start.ogg");
1320 invincible_timer.start(TUX_INVINCIBLE_TIME);
1321 Sector::current()->play_music(HERRING_MUSIC);
1326 Player::kill(bool completely)
1328 if(dying || deactivated || is_winning() )
1331 if(!completely && (safe_timer.started() || invincible_timer.started()))
1336 if (climbing) stop_climbing(*climbing);
1338 physic.set_velocity_x(0);
1340 sprite->set_angle(0.0f);
1342 if(!completely && is_big()) {
1343 SoundManager::current()->play("sounds/hurt.wav");
1345 if(player_status->bonus == FIRE_BONUS
1346 || player_status->bonus == ICE_BONUS
1347 || player_status->bonus == AIR_BONUS
1348 || player_status->bonus == EARTH_BONUS) {
1349 safe_timer.start(TUX_SAFE_TIME);
1350 set_bonus(GROWUP_BONUS, true);
1351 } else if(player_status->bonus == GROWUP_BONUS) {
1352 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1353 adjust_height(SMALL_TUX_HEIGHT);
1355 backflipping = false;
1356 sprite->set_angle(0.0f);
1357 set_bonus(NO_BONUS, true);
1358 } else if(player_status->bonus == NO_BONUS) {
1359 safe_timer.start(TUX_SAFE_TIME);
1360 adjust_height(SMALL_TUX_HEIGHT);
1364 SoundManager::current()->play("sounds/kill.wav");
1366 // do not die when in edit mode
1368 set_ghost_mode(true);
1372 if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
1374 for (int i = 0; i < 5; i++)
1376 // the numbers: starting x, starting y, velocity y
1377 Sector::current()->add_object(std::make_shared<FallingCoin>(get_pos() +
1378 Vector(graphicsRandom.rand(5), graphicsRandom.rand(-32,18)),
1379 graphicsRandom.rand(-100,100)));
1381 player_status->coins -= std::max(player_status->coins/10, 25);
1385 GameSession::current()->set_reset_point("", Vector());
1387 physic.enable_gravity(true);
1388 physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
1390 invincible_timer.stop();
1391 physic.set_acceleration(0, 0);
1392 physic.set_velocity(0, -700);
1393 set_bonus(NO_BONUS, true);
1395 dying_timer.start(3.0);
1396 set_group(COLGROUP_DISABLED);
1398 // TODO: need nice way to handle players dying in co-op mode
1399 Sector::current()->effect->fade_out(3.0);
1400 SoundManager::current()->stop_music(3.0);
1405 Player::move(const Vector& vector)
1409 // Reset size to get correct hitbox if Tux was eg. ducked before moving
1411 set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
1413 set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
1415 backflipping = false;
1416 sprite->set_angle(0.0f);
1417 last_ground_y = vector.y;
1418 if (climbing) stop_climbing(*climbing);
1424 Player::check_bounds()
1426 /* Keep tux in sector bounds: */
1427 if (get_pos().x < 0) {
1428 // Lock Tux to the size of the level, so that he doesn't fall off
1430 set_pos(Vector(0, get_pos().y));
1433 if (get_bbox().get_right() > Sector::current()->get_width()) {
1434 // Lock Tux to the size of the level, so that he doesn't fall off
1436 set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
1439 /* fallen out of the level? */
1440 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1447 Player::add_velocity(const Vector& velocity)
1449 physic.set_velocity(physic.get_velocity() + velocity);
1453 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1455 if (end_speed.x > 0)
1456 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1457 if (end_speed.x < 0)
1458 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1459 if (end_speed.y > 0)
1460 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1461 if (end_speed.y < 0)
1462 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1466 Player::get_velocity()
1468 return physic.get_velocity();
1472 Player::bounce(BadGuy& )
1474 if(controller->hold(Controller::JUMP))
1475 physic.set_velocity_y(-520);
1477 physic.set_velocity_y(-300);
1480 //scripting Functions Below
1483 Player::deactivate()
1488 physic.set_velocity_x(0);
1489 physic.set_velocity_y(0);
1490 physic.set_acceleration_x(0);
1491 physic.set_acceleration_y(0);
1492 if (climbing) stop_climbing(*climbing);
1500 deactivated = false;
1503 void Player::walk(float speed)
1505 physic.set_velocity_x(speed);
1508 void Player::set_dir(bool right)
1510 dir = right ? RIGHT : LEFT;
1514 Player::set_ghost_mode(bool enable)
1516 if (ghost_mode == enable)
1519 if (climbing) stop_climbing(*climbing);
1523 set_group(COLGROUP_DISABLED);
1524 physic.enable_gravity(false);
1525 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1528 set_group(COLGROUP_MOVING);
1529 physic.enable_gravity(true);
1530 log_debug << "You feel solid again." << std::endl;
1535 Player::set_edit_mode(bool enable)
1541 Player::start_climbing(Climbable& climbable)
1543 if (climbing || !&climbable) return;
1545 climbing = &climbable;
1546 physic.enable_gravity(false);
1547 physic.set_velocity(0, 0);
1548 physic.set_acceleration(0, 0);
1550 backflipping = false;
1551 backflip_direction = 0;
1552 sprite->set_angle(0.0f);
1557 Player::stop_climbing(Climbable& /*climbable*/)
1559 if (!climbing) return;
1563 if (grabbed_object) {
1564 grabbed_object->ungrab(*this, dir);
1565 grabbed_object = NULL;
1568 physic.enable_gravity(true);
1569 physic.set_velocity(0, 0);
1570 physic.set_acceleration(0, 0);
1572 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1573 on_ground_flag = true;
1574 // TODO: This won't help. Why?
1580 Player::handle_input_climbing()
1583 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1589 if (controller->hold(Controller::LEFT)) {
1593 if (controller->hold(Controller::RIGHT)) {
1597 if (controller->hold(Controller::UP)) {
1600 if (controller->hold(Controller::DOWN)) {
1603 if (controller->hold(Controller::JUMP)) {
1605 stop_climbing(*climbing);
1611 if (controller->hold(Controller::ACTION)) {
1612 stop_climbing(*climbing);
1615 physic.set_velocity(vx, vy);
1616 physic.set_acceleration(0, 0);