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 == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
574 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
575 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
585 ax *= ICE_ACCELERATION_MULTIPLIER;
588 physic.set_velocity(vx, vy);
589 physic.set_acceleration(ax, ay);
591 // we get slower when not pressing any keys
613 if (physic.get_velocity_y() != 0)
620 if (adjust_height(DUCKED_TUX_HEIGHT)) {
623 unduck_hurt_timer.stop();
630 Player::do_standup() {
638 if (adjust_height(BIG_TUX_HEIGHT)) {
640 unduck_hurt_timer.stop();
642 // if timer is not already running, start it.
643 if (unduck_hurt_timer.get_period() == 0) {
644 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
646 else if (unduck_hurt_timer.check()) {
654 Player::do_backflip() {
660 backflip_direction = (dir == LEFT)?(+1):(-1);
662 do_jump((player_status->bonus == AIR_BONUS) ? -720 : -580);
663 SoundManager::current()->play("sounds/flip.wav");
664 backflip_timer.start(TUX_BACKFLIP_TIME);
668 Player::do_jump(float yspeed) {
672 physic.set_velocity_y(yspeed);
673 //bbox.move(Vector(0, -1));
675 on_ground_flag = false;
680 SoundManager::current()->play("sounds/bigjump.wav");
682 SoundManager::current()->play("sounds/jump.wav");
687 Player::early_jump_apex()
689 if (!jump_early_apex)
691 jump_early_apex = true;
692 physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
697 Player::do_jump_apex()
701 jump_early_apex = false;
702 physic.set_gravity_modifier(1.0f);
707 Player::handle_vertical_input()
710 if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
711 if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
712 jump_button_timer.stop();
714 // when running, only jump a little bit; else do a backflip
715 if ((physic.get_velocity_x() != 0) ||
716 (controller->hold(Controller::LEFT)) ||
717 (controller->hold(Controller::RIGHT)))
726 // airflower allows for higher jumps-
727 // jump a bit higher if we are running; else do a normal jump
728 if(player_status->bonus == AIR_BONUS)
729 do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -620 : -580);
731 do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -580 : -520);
733 // airflower glide only when holding jump key
734 } else if (controller->hold(Controller::JUMP) && player_status->bonus == AIR_BONUS && physic.get_velocity_y() > MAX_GLIDE_YM) {
735 if (ability_time > 0 && !ability_timer.started())
736 ability_timer.start(ability_time);
737 else if (ability_timer.started()) {
738 // glide stops after some duration or if buttjump is initiated
739 if ((ability_timer.get_timeleft() <= 0.05f) || controller->hold(Controller::DOWN)) {
741 ability_timer.stop();
743 physic.set_velocity_y(MAX_GLIDE_YM);
744 physic.set_acceleration_y(0);
750 // Let go of jump key
751 else if(!controller->hold(Controller::JUMP)) {
752 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
756 if (player_status->bonus == AIR_BONUS && ability_timer.started()){
757 ability_time = ability_timer.get_timeleft();
758 ability_timer.stop();
762 if(jump_early_apex && physic.get_velocity_y() >= 0) {
766 /* In case the player has pressed Down while in a certain range of air,
767 enable butt jump action */
768 if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
769 wants_buttjump = true;
770 if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
773 /* When Down is not held anymore, disable butt jump */
774 if(!controller->hold(Controller::DOWN)) {
775 wants_buttjump = false;
776 does_buttjump = false;
780 physic.set_acceleration_y(0);
783 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
784 physic.set_acceleration_y(-2000);
785 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
791 Player::handle_input()
794 handle_input_ghost();
798 handle_input_climbing();
803 if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
806 if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
809 if( controller->pressed( Controller::PEEK_LEFT ) ) {
812 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
815 if(!backflipping && !jumping && on_ground()) {
816 if( controller->pressed( Controller::PEEK_UP ) ) {
818 } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
823 /* Handle horizontal movement: */
824 if (!backflipping && !stone) handle_horizontal_input();
830 /* Handle vertical movement: */
831 if (!stone) handle_vertical_input();
834 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
835 if((player_status->bonus == FIRE_BONUS &&
836 Sector::current()->get_active_bullets() < player_status->max_fire_bullets) ||
837 (player_status->bonus == ICE_BONUS &&
838 Sector::current()->get_active_bullets() < player_status->max_ice_bullets))
840 Vector pos = get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) : Vector(32, bbox.get_height()/2));
841 auto new_bullet = std::make_shared<Bullet>(pos, physic.get_velocity_x(), dir, player_status->bonus);
842 Sector::current()->add_object(new_bullet);
844 SoundManager::current()->play("sounds/shoot.wav");
845 shooting_timer.start(SHOOTING_TIME);
850 if (controller->pressed(Controller::DOWN) && player_status->bonus == EARTH_BONUS && !cooldown_timer.started()) {
851 if (controller->hold(Controller::ACTION) && !ability_timer.started()) {
852 ability_timer.start(player_status->max_earth_time * STONE_TIME_PER_FLOWER);
854 physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
861 /* Revert from Stone */
862 if (stone && (!controller->hold(Controller::ACTION) || ability_timer.get_timeleft() <= 0.5f)) {
863 cooldown_timer.start(ability_timer.get_timegone()/2.0f); //The longer stone form is used, the longer until it can be used again
864 ability_timer.stop();
866 for (int i = 0; i < 8; i++)
868 Vector ppos = Vector(get_bbox().get_left() + 8 + 16*((int)i/4), get_bbox().get_top() + 16*(i%4));
869 float grey = graphicsRandom.randf(.4f, .8f);
870 Color pcolor = Color(grey, grey, grey);
871 Sector::current()->add_object(std::make_shared<Particles>(ppos, -60, 240, 42, 81, Vector(0, 500),
872 8, pcolor, 4 + graphicsRandom.randf(-0.4, 0.4),
873 0.8 + graphicsRandom.randf(0, 0.4), LAYER_OBJECTS+2));
877 /* Duck or Standup! */
878 if (controller->hold(Controller::DOWN) && !stone) {
887 if(!controller->hold(Controller::ACTION) && grabbed_object) {
888 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
890 // move the grabbed object a bit away from tux
891 Rectf grabbed_bbox = moving_object->get_bbox();
893 dest_.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
894 dest_.p1.y = dest_.p2.y - grabbed_bbox.get_height();
896 dest_.p2.x = bbox.get_left() - 1;
897 dest_.p1.x = dest_.p2.x - grabbed_bbox.get_width();
899 dest_.p1.x = bbox.get_right() + 1;
900 dest_.p2.x = dest_.p1.x + grabbed_bbox.get_width();
902 if(Sector::current()->is_free_of_tiles(dest_, true)) {
903 moving_object->set_pos(dest_.p1);
904 if(controller->hold(Controller::UP)) {
905 grabbed_object->ungrab(*this, UP);
907 grabbed_object->ungrab(*this, dir);
909 grabbed_object = NULL;
912 log_debug << "Non MovingObject grabbed?!?" << std::endl;
916 /* stop backflipping at will */
917 if( backflipping && ( !controller->hold(Controller::JUMP) && !backflip_timer.started()) ){
918 backflipping = false;
919 backflip_direction = 0;
920 sprite->set_angle(0.0f);
925 Player::position_grabbed_object()
927 MovingObject* moving_object = dynamic_cast<MovingObject*>(grabbed_object);
928 assert(moving_object);
930 // Position where we will hold the lower-inner corner
931 Vector pos(get_bbox().get_left() + get_bbox().get_width()/2,
932 get_bbox().get_top() + get_bbox().get_height()*0.66666);
934 // Adjust to find the grabbed object's upper-left corner
936 pos.x -= moving_object->get_bbox().get_width();
937 pos.y -= moving_object->get_bbox().get_height();
939 grabbed_object->grab(*this, pos, dir);
945 if(controller->hold(Controller::ACTION) && !grabbed_object
947 Sector* sector = Sector::current();
950 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
952 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
955 for(Sector::Portables::iterator i = sector->portables.begin();
956 i != sector->portables.end(); ++i) {
957 Portable* portable = *i;
958 if(!portable->is_portable())
961 // make sure the Portable is a MovingObject
962 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
963 assert(moving_object);
964 if(moving_object == NULL)
967 // make sure the Portable isn't currently non-solid
968 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
970 // check if we are within reach
971 if(moving_object->get_bbox().contains(pos)) {
972 if (climbing) stop_climbing(*climbing);
973 grabbed_object = portable;
974 position_grabbed_object();
982 Player::handle_input_ghost()
986 if (controller->hold(Controller::LEFT)) {
988 vx -= MAX_RUN_XM * 2;
990 if (controller->hold(Controller::RIGHT)) {
992 vx += MAX_RUN_XM * 2;
994 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
995 vy -= MAX_RUN_XM * 2;
997 if (controller->hold(Controller::DOWN)) {
998 vy += MAX_RUN_XM * 2;
1000 if (controller->hold(Controller::ACTION)) {
1001 set_ghost_mode(false);
1003 physic.set_velocity(vx, vy);
1004 physic.set_acceleration(0, 0);
1008 Player::add_coins(int count)
1010 player_status->add_coins(count);
1016 return player_status->coins;
1020 Player::add_bonus(const std::string& bonustype)
1022 BonusType type = NO_BONUS;
1024 if(bonustype == "grow") {
1025 type = GROWUP_BONUS;
1026 } else if(bonustype == "fireflower") {
1028 } else if(bonustype == "iceflower") {
1030 } else if(bonustype == "airflower") {
1032 } else if(bonustype == "earthflower") {
1034 } else if(bonustype == "none") {
1037 std::ostringstream msg;
1038 msg << "Unknown bonus type " << bonustype;
1039 throw std::runtime_error(msg.str());
1042 return add_bonus(type);
1046 Player::add_bonus(BonusType type, bool animate)
1048 // always ignore NO_BONUS
1049 if (type == NO_BONUS) {
1053 // ignore GROWUP_BONUS if we're already big
1054 if (type == GROWUP_BONUS) {
1055 if (!player_status->bonus == NO_BONUS)
1059 return set_bonus(type, animate);
1063 Player::set_bonus(BonusType type, bool animate)
1065 if((player_status->bonus == NO_BONUS) && (type != NO_BONUS)) {
1066 if (!adjust_height(BIG_TUX_HEIGHT)) {
1067 log_debug << "Can't adjust Tux height" << std::endl;
1072 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
1074 if (climbing) stop_climbing(*climbing);
1077 if (type == NO_BONUS) {
1078 if (does_buttjump) does_buttjump = false;
1081 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
1082 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
1083 // visually lose helmet
1084 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1085 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1086 Vector paccel = Vector(0, 1000);
1087 std::string action = (dir==LEFT)?"left":"right";
1088 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1089 if (climbing) stop_climbing(*climbing);
1091 if ((player_status->bonus == ICE_BONUS) && (animate)) {
1092 // visually lose cap
1093 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1094 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1095 Vector paccel = Vector(0, 1000);
1096 std::string action = (dir==LEFT)?"left":"right";
1097 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1098 if (climbing) stop_climbing(*climbing);
1100 if ((player_status->bonus == AIR_BONUS) && (animate)) {
1101 // visually lose hat
1102 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1103 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1104 Vector paccel = Vector(0, 1000);
1105 std::string action = (dir==LEFT)?"left":"right";
1106 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/airtux-hat.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1107 if (climbing) stop_climbing(*climbing);
1109 if ((player_status->bonus == EARTH_BONUS) && (animate)) {
1110 // visually lose hard-hat
1111 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1112 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1113 Vector paccel = Vector(0, 1000);
1114 std::string action = (dir==LEFT)?"left":"right";
1115 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/earthtux-hardhat.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1116 if (climbing) stop_climbing(*climbing);
1118 player_status->max_fire_bullets = 0;
1119 player_status->max_ice_bullets = 0;
1120 player_status->max_air_time = 0;
1121 player_status->max_earth_time = 0;
1123 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
1124 if (type == ICE_BONUS) player_status->max_ice_bullets++;
1125 if (type == AIR_BONUS) player_status->max_air_time++;
1126 if (type == EARTH_BONUS) player_status->max_earth_time++;
1128 player_status->bonus = type;
1133 Player::set_visible(bool visible_)
1135 this->visible = visible_;
1137 set_group(COLGROUP_MOVING);
1139 set_group(COLGROUP_DISABLED);
1143 Player::get_visible()
1151 kick_timer.start(KICK_TIME);
1155 Player::draw(DrawingContext& context)
1160 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
1161 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
1162 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
1163 float py = Sector::current()->camera->get_translation().y;
1164 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
1165 context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1);
1168 std::string sa_prefix = "";
1169 std::string sa_postfix = "";
1171 if (player_status->bonus == GROWUP_BONUS)
1173 else if (player_status->bonus == FIRE_BONUS)
1175 else if (player_status->bonus == ICE_BONUS)
1177 else if (player_status->bonus == AIR_BONUS)
1179 else if (player_status->bonus == EARTH_BONUS)
1180 sa_prefix = "earth";
1182 sa_prefix = "small";
1185 sa_postfix = "-left";
1187 sa_postfix = "-right";
1189 /* Set Tux sprite action */
1191 sprite->set_action("gameover");
1194 sprite->set_action_continued("grow"+sa_postfix);
1195 // while growing, do not change action
1196 // do_duck() will take care of cancelling growing manually
1197 // update() will take care of cancelling when growing completed
1200 sprite->set_action(sprite->get_action()+"-stone");
1202 else if (climbing) {
1203 sprite->set_action(sa_prefix+"-climbing"+sa_postfix);
1205 else if (backflipping) {
1206 sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
1208 else if (duck && is_big()) {
1209 sprite->set_action(sa_prefix+"-duck"+sa_postfix);
1211 else if (skidding_timer.started() && !skidding_timer.check()) {
1212 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1214 else if (kick_timer.started() && !kick_timer.check()) {
1215 sprite->set_action(sa_prefix+"-kick"+sa_postfix);
1217 else if ((wants_buttjump || does_buttjump) && is_big()) {
1218 sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
1220 else if (!on_ground() || fall_mode != ON_GROUND) {
1221 if(physic.get_velocity_x() != 0 || fall_mode != ON_GROUND) {
1222 sprite->set_action(sa_prefix+"-jump"+sa_postfix);
1226 if (fabsf(physic.get_velocity_x()) < 1.0f) {
1227 // Determine which idle stage we're at
1228 if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
1230 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1232 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1234 else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
1236 if (idle_stage >= IDLE_STAGE_COUNT)
1239 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1241 if (IDLE_TIME[idle_stage] == 0)
1242 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
1244 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1247 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1251 sprite->set_action(sa_prefix+"-walk"+sa_postfix);
1255 /* Set Tux powerup sprite action */
1256 if (player_status->bonus == EARTH_BONUS) {
1257 powersprite->set_action(sprite->get_action());
1258 lightsprite->set_action(sprite->get_action());
1262 // Tux is holding something
1263 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
1264 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
1272 if (safe_timer.started() && size_t(game_time*40)%2)
1274 else if (player_status->bonus == EARTH_BONUS){ // draw special effects with earthflower bonus
1275 // shake at end of maximum stone duration
1276 Vector shake_delta = (stone && ability_timer.get_timeleft() < 1.0f) ? Vector(graphicsRandom.rand(-3,3), 0) : Vector(0,0);
1277 sprite->draw(context, get_pos() + shake_delta, LAYER_OBJECTS + 1);
1279 powersprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1281 context.push_target();
1282 context.set_target(DrawingContext::LIGHTMAP);
1283 lightsprite->draw(context, get_pos()/* + Vector(dir==LEFT ? 0 : 32, 0)*/, 0);
1284 context.pop_target();
1285 // give an indicator that stone form cannot be used for a while
1286 if (cooldown_timer.started() && graphicsRandom.rand(0, 4) == 0) {
1287 float px = graphicsRandom.randf(bbox.p1.x, bbox.p2.x);
1288 float py = bbox.p2.y+8;
1289 Vector ppos = Vector(px, py);
1290 Sector::current()->add_object(std::make_shared<SpriteParticle>(
1291 "images/objects/particles/sparkle.sprite", "dark",
1292 ppos, ANCHOR_MIDDLE, Vector(0, 0), Vector(0, 0), LAYER_OBJECTS+1+5));
1296 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1301 Player::collision_tile(uint32_t tile_attributes)
1303 if(tile_attributes & Tile::HURTS)
1308 if( tile_attributes & Tile::WATER ){
1314 if( tile_attributes & Tile::WATER ){
1317 SoundManager::current()->play( "sounds/splash.ogg" );
1322 if(tile_attributes & Tile::ICE) {
1323 ice_this_frame = true;
1329 Player::collision_solid(const CollisionHit& hit)
1332 if(physic.get_velocity_y() > 0)
1333 physic.set_velocity_y(0);
1335 on_ground_flag = true;
1336 floor_normal = hit.slope_normal;
1339 if (does_buttjump) {
1340 does_buttjump = false;
1341 physic.set_velocity_y(-300);
1342 on_ground_flag = false;
1343 Sector::current()->add_object(std::make_shared<Particles>(
1344 Vector(get_bbox().p2.x, get_bbox().p2.y),
1346 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1348 Sector::current()->add_object(std::make_shared<Particles>(
1349 Vector(get_bbox().p1.x, get_bbox().p2.y),
1351 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1353 Sector::current()->camera->shake(.1f, 0, 5);
1356 } else if(hit.top) {
1357 if(physic.get_velocity_y() < 0)
1358 physic.set_velocity_y(.2f);
1361 if(hit.left || hit.right) {
1362 physic.set_velocity_x(0);
1367 if(hit.left || hit.right) {
1369 } else if(hit.top || hit.bottom) {
1376 Player::collision(GameObject& other, const CollisionHit& hit)
1378 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1383 Player* player = dynamic_cast<Player*> (&other);
1388 if(hit.left || hit.right) {
1389 try_grab(); //grab objects right now, in update it will be too late
1391 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1392 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1393 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1394 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1396 if(controller->pressed(Controller::UP))
1397 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1403 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1404 if(badguy != NULL) {
1405 if(safe_timer.started() || invincible_timer.started())
1417 Player::make_invincible()
1419 SoundManager::current()->play("sounds/invincible_start.ogg");
1420 invincible_timer.start(TUX_INVINCIBLE_TIME);
1421 Sector::current()->play_music(HERRING_MUSIC);
1426 Player::kill(bool completely)
1428 if(dying || deactivated || is_winning() )
1431 if(!completely && (safe_timer.started() || invincible_timer.started() || stone))
1436 if (climbing) stop_climbing(*climbing);
1438 physic.set_velocity_x(0);
1440 sprite->set_angle(0.0f);
1442 if(!completely && is_big()) {
1443 SoundManager::current()->play("sounds/hurt.wav");
1445 if(player_status->bonus == FIRE_BONUS
1446 || player_status->bonus == ICE_BONUS
1447 || player_status->bonus == AIR_BONUS
1448 || player_status->bonus == EARTH_BONUS) {
1449 safe_timer.start(TUX_SAFE_TIME);
1450 set_bonus(GROWUP_BONUS, true);
1451 } else if(player_status->bonus == GROWUP_BONUS) {
1452 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1453 adjust_height(SMALL_TUX_HEIGHT);
1455 backflipping = false;
1456 sprite->set_angle(0.0f);
1457 set_bonus(NO_BONUS, true);
1458 } else if(player_status->bonus == NO_BONUS) {
1459 safe_timer.start(TUX_SAFE_TIME);
1460 adjust_height(SMALL_TUX_HEIGHT);
1464 SoundManager::current()->play("sounds/kill.wav");
1466 // do not die when in edit mode
1468 set_ghost_mode(true);
1472 if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
1474 for (int i = 0; i < 5; i++)
1476 // the numbers: starting x, starting y, velocity y
1477 Sector::current()->add_object(std::make_shared<FallingCoin>(get_pos() +
1478 Vector(graphicsRandom.rand(5), graphicsRandom.rand(-32,18)),
1479 graphicsRandom.rand(-100,100)));
1481 player_status->coins -= std::max(player_status->coins/10, 25);
1485 GameSession::current()->set_reset_point("", Vector());
1487 physic.enable_gravity(true);
1488 physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
1490 invincible_timer.stop();
1491 physic.set_acceleration(0, 0);
1492 physic.set_velocity(0, -700);
1493 set_bonus(NO_BONUS, true);
1495 dying_timer.start(3.0);
1496 set_group(COLGROUP_DISABLED);
1498 // TODO: need nice way to handle players dying in co-op mode
1499 Sector::current()->effect->fade_out(3.0);
1500 SoundManager::current()->stop_music(3.0);
1505 Player::move(const Vector& vector)
1509 // Reset size to get correct hitbox if Tux was eg. ducked before moving
1511 set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
1513 set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
1515 backflipping = false;
1516 sprite->set_angle(0.0f);
1517 last_ground_y = vector.y;
1518 if (climbing) stop_climbing(*climbing);
1524 Player::check_bounds()
1526 /* Keep tux in sector bounds: */
1527 if (get_pos().x < 0) {
1528 // Lock Tux to the size of the level, so that he doesn't fall off
1530 set_pos(Vector(0, get_pos().y));
1533 if (get_bbox().get_right() > Sector::current()->get_width()) {
1534 // Lock Tux to the size of the level, so that he doesn't fall off
1536 set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
1539 /* fallen out of the level? */
1540 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1547 Player::add_velocity(const Vector& velocity)
1549 physic.set_velocity(physic.get_velocity() + velocity);
1553 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1555 if (end_speed.x > 0)
1556 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1557 if (end_speed.x < 0)
1558 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1559 if (end_speed.y > 0)
1560 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1561 if (end_speed.y < 0)
1562 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1566 Player::get_velocity()
1568 return physic.get_velocity();
1572 Player::bounce(BadGuy& )
1574 if(!(player_status->bonus == AIR_BONUS))
1575 physic.set_velocity_y(controller->hold(Controller::JUMP) ? -520 : -300);
1577 physic.set_velocity_y(controller->hold(Controller::JUMP) ? -580 : -340);
1578 ability_time = player_status->max_air_time * GLIDE_TIME_PER_FLOWER;
1582 //scripting Functions Below
1585 Player::deactivate()
1590 physic.set_velocity_x(0);
1591 physic.set_velocity_y(0);
1592 physic.set_acceleration_x(0);
1593 physic.set_acceleration_y(0);
1594 if (climbing) stop_climbing(*climbing);
1602 deactivated = false;
1605 void Player::walk(float speed)
1607 physic.set_velocity_x(speed);
1610 void Player::set_dir(bool right)
1612 dir = right ? RIGHT : LEFT;
1616 Player::set_ghost_mode(bool enable)
1618 if (ghost_mode == enable)
1621 if (climbing) stop_climbing(*climbing);
1625 set_group(COLGROUP_DISABLED);
1626 physic.enable_gravity(false);
1627 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1630 set_group(COLGROUP_MOVING);
1631 physic.enable_gravity(true);
1632 log_debug << "You feel solid again." << std::endl;
1637 Player::set_edit_mode(bool enable)
1643 Player::start_climbing(Climbable& climbable)
1645 if (climbing || !&climbable) return;
1647 climbing = &climbable;
1648 physic.enable_gravity(false);
1649 physic.set_velocity(0, 0);
1650 physic.set_acceleration(0, 0);
1652 backflipping = false;
1653 backflip_direction = 0;
1654 sprite->set_angle(0.0f);
1659 Player::stop_climbing(Climbable& /*climbable*/)
1661 if (!climbing) return;
1665 if (grabbed_object) {
1666 grabbed_object->ungrab(*this, dir);
1667 grabbed_object = NULL;
1670 physic.enable_gravity(true);
1671 physic.set_velocity(0, 0);
1672 physic.set_acceleration(0, 0);
1674 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1675 on_ground_flag = true;
1676 // TODO: This won't help. Why?
1682 Player::handle_input_climbing()
1685 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1691 if (controller->hold(Controller::LEFT)) {
1695 if (controller->hold(Controller::RIGHT)) {
1699 if (controller->hold(Controller::UP)) {
1702 if (controller->hold(Controller::DOWN)) {
1705 if (controller->hold(Controller::JUMP)) {
1707 stop_climbing(*climbing);
1713 if (controller->hold(Controller::ACTION)) {
1714 stop_climbing(*climbing);
1717 physic.set_velocity(vx, vy);
1718 physic.set_acceleration(0, 0);