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 /** maximum horizontal climb velocity */
76 static const float MAX_CLIMB_XM = 96;
77 /** maximum vertical climb velocity */
78 static const float MAX_CLIMB_YM = 128;
79 /** instant velocity when tux starts to walk */
80 static const float WALK_SPEED = 100;
82 /** multiplied by WALK_ACCELERATION to give friction */
83 static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
84 /** multiplied by WALK_ACCELERATION to give friction */
85 static const float ICE_FRICTION_MULTIPLIER = 0.1f;
86 static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
88 /** time of the kick (kicking mriceblock) animation */
89 static const float KICK_TIME = .3f;
91 /** if Tux cannot unduck for this long, he will get hurt */
92 static const float UNDUCK_HURT_TIME = 0.25f;
93 /** gravity is higher after the jump key is released before
94 the apex of the jump is reached */
95 static const float JUMP_EARLY_APEX_FACTOR = 3.0;
97 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) */
99 /* Tux's collision rectangle */
100 static const float TUX_WIDTH = 31.8f;
101 static const float RUNNING_TUX_WIDTH = 34;
102 static const float SMALL_TUX_HEIGHT = 30.8f;
103 static const float BIG_TUX_HEIGHT = 62.8f;
104 static const float DUCKED_TUX_HEIGHT = 31.8f;
106 bool no_water = true;
109 Player::Player(PlayerStatus* _player_status, const std::string& name_) :
112 scripting_controller(),
113 player_status(_player_status),
119 backflip_direction(),
124 scripting_controller_old(0),
148 grabbed_object(NULL),
160 controller = InputManager::current()->get_controller();
161 scripting_controller.reset(new CodeController());
162 // if/when we have complete penny gfx, we can
163 // load those instead of Tux's sprite in the
165 sprite = SpriteManager::current()->create("images/creatures/tux/tux.sprite");
166 airarrow = Surface::create("images/engine/hud/airarrow.png");
167 idle_timer.start(IDLE_TIME[0]/1000.0f);
169 SoundManager::current()->preload("sounds/bigjump.wav");
170 SoundManager::current()->preload("sounds/jump.wav");
171 SoundManager::current()->preload("sounds/hurt.wav");
172 SoundManager::current()->preload("sounds/kill.wav");
173 SoundManager::current()->preload("sounds/skid.wav");
174 SoundManager::current()->preload("sounds/flip.wav");
175 SoundManager::current()->preload("sounds/invincible_start.ogg");
176 SoundManager::current()->preload("sounds/splash.ogg");
183 if (climbing) stop_climbing(*climbing);
190 set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
192 set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
204 fall_mode = ON_GROUND;
206 jump_early_apex = false;
208 wants_buttjump = false;
209 does_buttjump = false;
212 backflipping = false;
213 backflip_direction = 0;
214 sprite->set_angle(0.0f);
218 ice_this_frame = false;
219 speedlimit = 0; //no special limit
221 on_ground_flag = false;
222 grabbed_object = NULL;
230 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
235 scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
239 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
244 scripting::unexpose_object(vm, table_idx, name);
248 Player::get_speedlimit()
254 Player::set_speedlimit(float newlimit)
260 Player::set_controller(Controller* controller_)
262 this->controller = controller_;
266 Player::set_winning()
268 if( ! is_winning() ){
270 invincible_timer.start(10000.0f);
275 Player::use_scripting_controller(bool use_or_release)
277 if ((use_or_release == true) && (controller != scripting_controller.get())) {
278 scripting_controller_old = get_controller();
279 set_controller(scripting_controller.get());
281 if ((use_or_release == false) && (controller == scripting_controller.get())) {
282 set_controller(scripting_controller_old);
283 scripting_controller_old = 0;
288 Player::do_scripting_controller(std::string control, bool pressed)
290 for(int i = 0; Controller::controlNames[i] != 0; ++i) {
291 if(control == std::string(Controller::controlNames[i])) {
292 scripting_controller->press(Controller::Control(i), pressed);
298 Player::adjust_height(float new_height)
301 bbox2.move(Vector(0, bbox.get_height() - new_height));
302 bbox2.set_height(new_height);
305 if(new_height > bbox.get_height()) {
306 Rectf additional_space = bbox2;
307 additional_space.set_height(new_height - bbox.get_height());
308 if(!Sector::current()->is_free_of_statics(additional_space, this, true))
312 // adjust bbox accordingly
313 // note that we use members of moving_object for this, so we can run this during CD, too
315 set_size(bbox2.get_width(), bbox2.get_height());
320 Player::trigger_sequence(std::string sequence_name)
322 if (climbing) stop_climbing(*climbing);
323 backflipping = false;
324 backflip_direction = 0;
325 sprite->set_angle(0.0f);
326 GameSession::current()->start_sequence(sequence_name);
330 Player::update(float elapsed_time)
337 if(dying && dying_timer.check()) {
338 set_bonus(NO_BONUS, true);
343 if(!dying && !deactivated)
347 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
352 // extend/shrink tux collision rectangle so that we fall through/walk over 1
354 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
355 set_width(RUNNING_TUX_WIDTH);
357 set_width(TUX_WIDTH);
360 // on downward slopes, adjust vertical velocity so tux walks smoothly down
361 if (on_ground() && !dying) {
362 if(floor_normal.y != 0) {
363 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
364 physic.set_velocity_y(250);
369 // handle backflipping
370 if (backflipping && !dying) {
371 //prevent player from changing direction when backflipping
372 dir = (backflip_direction == 1) ? LEFT : RIGHT;
373 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
374 //rotate sprite during flip
375 sprite->set_angle(sprite->get_angle() + (dir==LEFT?1:-1) * elapsed_time * (360.0f / 0.5f));
380 fall_mode = ON_GROUND;
381 last_ground_y = get_pos().y;
383 if(get_pos().y > last_ground_y)
385 else if(fall_mode == ON_GROUND)
389 // check if we landed
392 if (backflipping && (backflip_timer.get_timegone() > 0.15f)) {
393 backflipping = false;
394 backflip_direction = 0;
395 sprite->set_angle(0.0f);
397 // if controls are currently deactivated, we take care of standing up ourselves
403 // calculate movement for this frame
404 movement = physic.get_movement(elapsed_time);
406 if(grabbed_object != NULL && !dying) {
407 position_grabbed_object();
410 if(grabbed_object != NULL && dying){
411 grabbed_object->ungrab(*this, dir);
412 grabbed_object = NULL;
415 if(!ice_this_frame && on_ground())
418 on_ground_flag = false;
419 ice_this_frame = false;
421 // when invincible, spawn particles
422 if (invincible_timer.started())
424 if (graphicsRandom.rand(0, 2) == 0) {
425 float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
426 float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
427 Vector ppos = Vector(px, py);
428 Vector pspeed = Vector(0, 0);
429 Vector paccel = Vector(0, 0);
430 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
431 // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
432 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
433 // make every other a longer sparkle to make trail a bit fuzzy
434 (size_t(game_time*20)%2) ? "small" : "medium"
436 "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
441 if (sprite->animation_done()) growing = false;
444 // when climbing animate only while moving
446 if((physic.get_velocity_x()==0)&&(physic.get_velocity_y()==0))
447 sprite->stop_animation();
449 sprite->set_animation_loops(-1);
457 return on_ground_flag;
463 if(player_status->bonus == NO_BONUS)
470 Player::apply_friction()
472 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
473 physic.set_velocity_x(0);
474 physic.set_acceleration_x(0);
476 float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
477 if(physic.get_velocity_x() < 0) {
478 physic.set_acceleration_x(friction);
479 } else if(physic.get_velocity_x() > 0) {
480 physic.set_acceleration_x(-friction);
481 } // no friction for physic.get_velocity_x() == 0
486 Player::handle_horizontal_input()
488 float vx = physic.get_velocity_x();
489 float vy = physic.get_velocity_y();
490 float ax = physic.get_acceleration_x();
491 float ay = physic.get_acceleration_y();
494 if(!duck || physic.get_velocity_y() != 0) {
495 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
499 } else if(!controller->hold(Controller::LEFT)
500 && controller->hold(Controller::RIGHT)) {
507 // do not run if we're holding something which slows us down
508 if ( grabbed_object && grabbed_object->is_hampering() ) {
509 ax = dirsign * WALK_ACCELERATION_X;
511 if(vx >= MAX_WALK_XM && dirsign > 0) {
514 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
519 if( vx * dirsign < MAX_WALK_XM ) {
520 ax = dirsign * WALK_ACCELERATION_X;
522 ax = dirsign * RUN_ACCELERATION_X;
525 if(vx >= MAX_RUN_XM && dirsign > 0) {
528 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
534 // we can reach WALK_SPEED without any acceleration
535 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
536 vx = dirsign * WALK_SPEED;
540 if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
541 vx = dirsign * speedlimit;
545 // changing directions?
546 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
548 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
549 skidding_timer.start(SKID_TIME);
550 SoundManager::current()->play("sounds/skid.wav");
551 // dust some particles
552 Sector::current()->add_object(
554 Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
555 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
556 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
566 ax *= ICE_ACCELERATION_MULTIPLIER;
569 physic.set_velocity(vx, vy);
570 physic.set_acceleration(ax, ay);
572 // we get slower when not pressing any keys
594 if (physic.get_velocity_y() != 0)
601 if (adjust_height(DUCKED_TUX_HEIGHT)) {
604 unduck_hurt_timer.stop();
611 Player::do_standup() {
619 if (adjust_height(BIG_TUX_HEIGHT)) {
621 unduck_hurt_timer.stop();
623 // if timer is not already running, start it.
624 if (unduck_hurt_timer.get_period() == 0) {
625 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
627 else if (unduck_hurt_timer.check()) {
635 Player::do_backflip() {
641 backflip_direction = (dir == LEFT)?(+1):(-1);
644 SoundManager::current()->play("sounds/flip.wav");
645 backflip_timer.start(TUX_BACKFLIP_TIME);
649 Player::do_jump(float yspeed) {
653 physic.set_velocity_y(yspeed);
654 //bbox.move(Vector(0, -1));
656 on_ground_flag = false;
661 SoundManager::current()->play("sounds/bigjump.wav");
663 SoundManager::current()->play("sounds/jump.wav");
668 Player::early_jump_apex()
670 if (!jump_early_apex)
672 jump_early_apex = true;
673 physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
678 Player::do_jump_apex()
682 jump_early_apex = false;
683 physic.set_gravity_modifier(1.0f);
688 Player::handle_vertical_input()
691 if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
692 if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
693 jump_button_timer.stop();
695 // when running, only jump a little bit; else do a backflip
696 if ((physic.get_velocity_x() != 0) ||
697 (controller->hold(Controller::LEFT)) ||
698 (controller->hold(Controller::RIGHT)))
707 // jump a bit higher if we are running; else do a normal jump
708 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
711 // Let go of jump key
712 else if(!controller->hold(Controller::JUMP)) {
713 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
719 if(jump_early_apex && physic.get_velocity_y() >= 0) {
723 /* In case the player has pressed Down while in a certain range of air,
724 enable butt jump action */
725 if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
726 wants_buttjump = true;
727 if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
730 /* When Down is not held anymore, disable butt jump */
731 if(!controller->hold(Controller::DOWN)) {
732 wants_buttjump = false;
733 does_buttjump = false;
737 physic.set_acceleration_y(0);
740 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
741 physic.set_acceleration_y(-2000);
742 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
748 Player::handle_input()
751 handle_input_ghost();
755 handle_input_climbing();
760 if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
763 if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
766 if( controller->pressed( Controller::PEEK_LEFT ) ) {
769 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
772 if(!backflipping && !jumping && on_ground()) {
773 if( controller->pressed( Controller::PEEK_UP ) ) {
775 } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
780 /* Handle horizontal movement: */
781 if (!backflipping) handle_horizontal_input();
787 /* Handle vertical movement: */
788 handle_vertical_input();
791 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
792 if(Sector::current()->add_bullet(
793 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
794 : Vector(32, bbox.get_height()/2)),
796 physic.get_velocity_x(), dir))
797 shooting_timer.start(SHOOTING_TIME);
800 /* Duck or Standup! */
801 if (controller->hold(Controller::DOWN)) {
810 if(!controller->hold(Controller::ACTION) && grabbed_object) {
811 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
813 // move the grabbed object a bit away from tux
814 Rectf grabbed_bbox = moving_object->get_bbox();
816 dest_.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
817 dest_.p1.y = dest_.p2.y - grabbed_bbox.get_height();
819 dest_.p2.x = bbox.get_left() - 1;
820 dest_.p1.x = dest_.p2.x - grabbed_bbox.get_width();
822 dest_.p1.x = bbox.get_right() + 1;
823 dest_.p2.x = dest_.p1.x + grabbed_bbox.get_width();
825 if(Sector::current()->is_free_of_tiles(dest_, true)) {
826 moving_object->set_pos(dest_.p1);
827 if(controller->hold(Controller::UP)) {
828 grabbed_object->ungrab(*this, UP);
830 grabbed_object->ungrab(*this, dir);
832 grabbed_object = NULL;
835 log_debug << "Non MovingObject grabbed?!?" << std::endl;
839 /* stop backflipping at will */
840 if( backflipping && ( !controller->hold(Controller::JUMP) && !backflip_timer.started()) ){
841 backflipping = false;
842 backflip_direction = 0;
843 sprite->set_angle(0.0f);
848 Player::position_grabbed_object()
850 MovingObject* moving_object = dynamic_cast<MovingObject*>(grabbed_object);
851 assert(moving_object);
853 // Position where we will hold the lower-inner corner
854 Vector pos(get_bbox().get_left() + get_bbox().get_width()/2,
855 get_bbox().get_top() + get_bbox().get_height()*0.66666);
857 // Adjust to find the grabbed object's upper-left corner
859 pos.x -= moving_object->get_bbox().get_width();
860 pos.y -= moving_object->get_bbox().get_height();
862 grabbed_object->grab(*this, pos, dir);
868 if(controller->hold(Controller::ACTION) && !grabbed_object
870 Sector* sector = Sector::current();
873 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
875 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
878 for(Sector::Portables::iterator i = sector->portables.begin();
879 i != sector->portables.end(); ++i) {
880 Portable* portable = *i;
881 if(!portable->is_portable())
884 // make sure the Portable is a MovingObject
885 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
886 assert(moving_object);
887 if(moving_object == NULL)
890 // make sure the Portable isn't currently non-solid
891 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
893 // check if we are within reach
894 if(moving_object->get_bbox().contains(pos)) {
895 if (climbing) stop_climbing(*climbing);
896 grabbed_object = portable;
897 position_grabbed_object();
905 Player::handle_input_ghost()
909 if (controller->hold(Controller::LEFT)) {
911 vx -= MAX_RUN_XM * 2;
913 if (controller->hold(Controller::RIGHT)) {
915 vx += MAX_RUN_XM * 2;
917 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
918 vy -= MAX_RUN_XM * 2;
920 if (controller->hold(Controller::DOWN)) {
921 vy += MAX_RUN_XM * 2;
923 if (controller->hold(Controller::ACTION)) {
924 set_ghost_mode(false);
926 physic.set_velocity(vx, vy);
927 physic.set_acceleration(0, 0);
931 Player::add_coins(int count)
933 player_status->add_coins(count);
939 return player_status->coins;
943 Player::add_bonus(const std::string& bonustype)
945 BonusType type = NO_BONUS;
947 if(bonustype == "grow") {
949 } else if(bonustype == "fireflower") {
951 } else if(bonustype == "iceflower") {
953 } else if(bonustype == "none") {
956 std::ostringstream msg;
957 msg << "Unknown bonus type " << bonustype;
958 throw std::runtime_error(msg.str());
961 return add_bonus(type);
965 Player::add_bonus(BonusType type, bool animate)
967 // always ignore NO_BONUS
968 if (type == NO_BONUS) {
972 // ignore GROWUP_BONUS if we're already big
973 if (type == GROWUP_BONUS) {
974 if (player_status->bonus == GROWUP_BONUS)
976 if (player_status->bonus == FIRE_BONUS)
978 if (player_status->bonus == ICE_BONUS)
982 return set_bonus(type, animate);
986 Player::set_bonus(BonusType type, bool animate)
988 if((player_status->bonus == NO_BONUS) && (type != NO_BONUS)) {
989 if (!adjust_height(BIG_TUX_HEIGHT)) {
990 log_debug << "Can't adjust Tux height" << std::endl;
995 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
997 if (climbing) stop_climbing(*climbing);
1000 if (type == NO_BONUS) {
1001 if (does_buttjump) does_buttjump = false;
1004 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
1005 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
1006 // visually lose helmet
1007 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1008 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1009 Vector paccel = Vector(0, 1000);
1010 std::string action = (dir==LEFT)?"left":"right";
1011 Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1012 if (climbing) stop_climbing(*climbing);
1014 if ((player_status->bonus == ICE_BONUS) && (animate)) {
1015 // visually lose cap
1016 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1017 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1018 Vector paccel = Vector(0, 1000);
1019 std::string action = (dir==LEFT)?"left":"right";
1020 Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1021 if (climbing) stop_climbing(*climbing);
1023 player_status->max_fire_bullets = 0;
1024 player_status->max_ice_bullets = 0;
1026 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
1027 if (type == ICE_BONUS) player_status->max_ice_bullets++;
1029 player_status->bonus = type;
1034 Player::set_visible(bool visible_)
1036 this->visible = visible_;
1038 set_group(COLGROUP_MOVING);
1040 set_group(COLGROUP_DISABLED);
1044 Player::get_visible()
1052 kick_timer.start(KICK_TIME);
1056 Player::draw(DrawingContext& context)
1061 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
1062 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
1063 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
1064 float py = Sector::current()->camera->get_translation().y;
1065 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
1066 context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1);
1069 std::string sa_prefix = "";
1070 std::string sa_postfix = "";
1072 if (player_status->bonus == GROWUP_BONUS)
1074 else if (player_status->bonus == FIRE_BONUS)
1076 else if (player_status->bonus == ICE_BONUS)
1079 sa_prefix = "small";
1082 sa_postfix = "-left";
1084 sa_postfix = "-right";
1086 /* Set Tux sprite action */
1088 sprite->set_action("gameover");
1091 sprite->set_action_continued("grow"+sa_postfix);
1092 // while growing, do not change action
1093 // do_duck() will take care of cancelling growing manually
1094 // update() will take care of cancelling when growing completed
1096 else if (climbing) {
1097 sprite->set_action(sa_prefix+"-climbing"+sa_postfix);
1099 else if (backflipping) {
1100 sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
1102 else if (duck && is_big()) {
1103 sprite->set_action(sa_prefix+"-duck"+sa_postfix);
1105 else if (skidding_timer.started() && !skidding_timer.check()) {
1106 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1108 else if (kick_timer.started() && !kick_timer.check()) {
1109 sprite->set_action(sa_prefix+"-kick"+sa_postfix);
1111 else if ((wants_buttjump || does_buttjump) && is_big()) {
1112 sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
1114 else if (!on_ground() || fall_mode != ON_GROUND) {
1115 if(physic.get_velocity_x() != 0 || fall_mode != ON_GROUND) {
1116 sprite->set_action(sa_prefix+"-jump"+sa_postfix);
1120 if (fabsf(physic.get_velocity_x()) < 1.0f) {
1121 // Determine which idle stage we're at
1122 if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
1124 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1126 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1128 else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
1130 if (idle_stage >= IDLE_STAGE_COUNT)
1133 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1135 if (IDLE_TIME[idle_stage] == 0)
1136 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
1138 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1141 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1145 sprite->set_action(sa_prefix+"-walk"+sa_postfix);
1150 // Tux is holding something
1151 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
1152 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
1160 if (safe_timer.started() && size_t(game_time*40)%2)
1163 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1169 Player::collision_tile(uint32_t tile_attributes)
1171 if(tile_attributes & Tile::HURTS)
1176 if( tile_attributes & Tile::WATER ){
1182 if( tile_attributes & Tile::WATER ){
1185 SoundManager::current()->play( "sounds/splash.ogg" );
1190 if(tile_attributes & Tile::ICE) {
1191 ice_this_frame = true;
1197 Player::collision_solid(const CollisionHit& hit)
1200 if(physic.get_velocity_y() > 0)
1201 physic.set_velocity_y(0);
1203 on_ground_flag = true;
1204 floor_normal = hit.slope_normal;
1207 if (does_buttjump) {
1208 does_buttjump = false;
1209 physic.set_velocity_y(-300);
1210 on_ground_flag = false;
1211 Sector::current()->add_object(new Particles(
1212 Vector(get_bbox().p2.x, get_bbox().p2.y),
1214 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1216 Sector::current()->add_object(new Particles(
1217 Vector(get_bbox().p1.x, get_bbox().p2.y),
1219 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1221 Sector::current()->camera->shake(.1f, 0, 5);
1224 } else if(hit.top) {
1225 if(physic.get_velocity_y() < 0)
1226 physic.set_velocity_y(.2f);
1229 if(hit.left || hit.right) {
1230 physic.set_velocity_x(0);
1235 if(hit.left || hit.right) {
1237 } else if(hit.top || hit.bottom) {
1244 Player::collision(GameObject& other, const CollisionHit& hit)
1246 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1251 Player* player = dynamic_cast<Player*> (&other);
1256 if(hit.left || hit.right) {
1257 try_grab(); //grab objects right now, in update it will be too late
1259 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1260 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1261 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1262 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1264 if(controller->pressed(Controller::UP))
1265 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1271 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1272 if(badguy != NULL) {
1273 if(safe_timer.started() || invincible_timer.started())
1283 Player::make_invincible()
1285 SoundManager::current()->play("sounds/invincible_start.ogg");
1286 invincible_timer.start(TUX_INVINCIBLE_TIME);
1287 Sector::current()->play_music(HERRING_MUSIC);
1292 Player::kill(bool completely)
1294 if(dying || deactivated || is_winning() )
1297 if(!completely && (safe_timer.started() || invincible_timer.started()))
1302 if (climbing) stop_climbing(*climbing);
1304 physic.set_velocity_x(0);
1306 if(!completely && is_big()) {
1307 SoundManager::current()->play("sounds/hurt.wav");
1309 if(player_status->bonus == FIRE_BONUS
1310 || player_status->bonus == ICE_BONUS) {
1311 safe_timer.start(TUX_SAFE_TIME);
1312 set_bonus(GROWUP_BONUS, true);
1313 } else if(player_status->bonus == GROWUP_BONUS) {
1314 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1315 adjust_height(SMALL_TUX_HEIGHT);
1317 backflipping = false;
1318 sprite->set_angle(0.0f);
1319 set_bonus(NO_BONUS, true);
1320 } else if(player_status->bonus == NO_BONUS) {
1321 safe_timer.start(TUX_SAFE_TIME);
1322 adjust_height(SMALL_TUX_HEIGHT);
1326 SoundManager::current()->play("sounds/kill.wav");
1328 // do not die when in edit mode
1330 set_ghost_mode(true);
1334 if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
1336 for (int i = 0; i < 5; i++)
1338 // the numbers: starting x, starting y, velocity y
1339 Sector::current()->add_object(new FallingCoin(get_pos() +
1340 Vector(graphicsRandom.rand(5), graphicsRandom.rand(-32,18)),
1341 graphicsRandom.rand(-100,100)));
1343 player_status->coins -= std::max(player_status->coins/10, 25);
1347 GameSession::current()->set_reset_point("", Vector());
1349 physic.enable_gravity(true);
1350 physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
1352 invincible_timer.stop();
1353 physic.set_acceleration(0, 0);
1354 physic.set_velocity(0, -700);
1355 set_bonus(NO_BONUS, true);
1357 dying_timer.start(3.0);
1358 set_group(COLGROUP_DISABLED);
1360 // TODO: need nice way to handle players dying in co-op mode
1361 Sector::current()->effect->fade_out(3.0);
1362 SoundManager::current()->stop_music(3.0);
1367 Player::move(const Vector& vector)
1371 // Reset size to get correct hitbox if Tux was eg. ducked before moving
1373 set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
1375 set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
1377 backflipping = false;
1378 sprite->set_angle(0.0f);
1379 last_ground_y = vector.y;
1380 if (climbing) stop_climbing(*climbing);
1386 Player::check_bounds()
1388 /* Keep tux in sector bounds: */
1389 if (get_pos().x < 0) {
1390 // Lock Tux to the size of the level, so that he doesn't fall off
1392 set_pos(Vector(0, get_pos().y));
1395 if (get_bbox().get_right() > Sector::current()->get_width()) {
1396 // Lock Tux to the size of the level, so that he doesn't fall off
1398 set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
1401 /* fallen out of the level? */
1402 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1409 Player::add_velocity(const Vector& velocity)
1411 physic.set_velocity(physic.get_velocity() + velocity);
1415 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1417 if (end_speed.x > 0)
1418 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1419 if (end_speed.x < 0)
1420 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1421 if (end_speed.y > 0)
1422 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1423 if (end_speed.y < 0)
1424 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1428 Player::get_velocity()
1430 return physic.get_velocity();
1434 Player::bounce(BadGuy& )
1436 if(controller->hold(Controller::JUMP))
1437 physic.set_velocity_y(-520);
1439 physic.set_velocity_y(-300);
1442 //scripting Functions Below
1445 Player::deactivate()
1450 physic.set_velocity_x(0);
1451 physic.set_velocity_y(0);
1452 physic.set_acceleration_x(0);
1453 physic.set_acceleration_y(0);
1454 if (climbing) stop_climbing(*climbing);
1462 deactivated = false;
1465 void Player::walk(float speed)
1467 physic.set_velocity_x(speed);
1470 void Player::set_dir(bool right)
1472 dir = right ? RIGHT : LEFT;
1476 Player::set_ghost_mode(bool enable)
1478 if (ghost_mode == enable)
1481 if (climbing) stop_climbing(*climbing);
1485 set_group(COLGROUP_DISABLED);
1486 physic.enable_gravity(false);
1487 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1490 set_group(COLGROUP_MOVING);
1491 physic.enable_gravity(true);
1492 log_debug << "You feel solid again." << std::endl;
1497 Player::set_edit_mode(bool enable)
1503 Player::start_climbing(Climbable& climbable)
1505 if (climbing || !&climbable) return;
1507 climbing = &climbable;
1508 physic.enable_gravity(false);
1509 physic.set_velocity(0, 0);
1510 physic.set_acceleration(0, 0);
1512 backflipping = false;
1513 backflip_direction = 0;
1514 sprite->set_angle(0.0f);
1519 Player::stop_climbing(Climbable& /*climbable*/)
1521 if (!climbing) return;
1525 if (grabbed_object) {
1526 grabbed_object->ungrab(*this, dir);
1527 grabbed_object = NULL;
1530 physic.enable_gravity(true);
1531 physic.set_velocity(0, 0);
1532 physic.set_acceleration(0, 0);
1534 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1535 on_ground_flag = true;
1536 // TODO: This won't help. Why?
1542 Player::handle_input_climbing()
1545 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1551 if (controller->hold(Controller::LEFT)) {
1555 if (controller->hold(Controller::RIGHT)) {
1559 if (controller->hold(Controller::UP)) {
1562 if (controller->hold(Controller::DOWN)) {
1565 if (controller->hold(Controller::JUMP)) {
1567 stop_climbing(*climbing);
1573 if (controller->hold(Controller::ACTION)) {
1574 stop_climbing(*climbing);
1577 physic.set_velocity(vx, vy);
1578 physic.set_acceleration(0, 0);