2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software; you can redistribute it and/or
5 // modify it under the terms of the GNU General Public License
6 // as published by the Free Software Foundation; either version 2
7 // of the License, or (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program; if not, write to the Free Software
16 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18 #include "object/player.hpp"
20 #include "audio/sound_manager.hpp"
21 #include "badguy/badguy.hpp"
22 #include "control/joystickkeyboardcontroller.hpp"
23 #include "math/random_generator.hpp"
24 #include "object/bullet.hpp"
25 #include "object/camera.hpp"
26 #include "object/display_effect.hpp"
27 #include "object/falling_coin.hpp"
28 #include "object/particles.hpp"
29 #include "object/portable.hpp"
30 #include "object/sprite_particle.hpp"
31 #include "scripting/squirrel_util.hpp"
32 #include "supertux/game_session.hpp"
33 #include "supertux/globals.hpp"
34 #include "supertux/sector.hpp"
35 #include "supertux/tile.hpp"
36 #include "trigger/climbable.hpp"
43 static const int TILES_FOR_BUTTJUMP = 3;
44 static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
45 static const float SHOOTING_TIME = .150f;
47 /** number of idle stages, including standing */
48 static const unsigned int IDLE_STAGE_COUNT = 5;
50 * how long to play each idle animation in milliseconds
51 * '0' means the sprite action is played once before moving onto the next
54 static const int IDLE_TIME[] = { 5000, 0, 2500, 0, 2500 };
56 static const std::string IDLE_STAGES[] =
63 /** acceleration in horizontal direction when walking
64 * (all accelerations are in pixel/s^2) */
65 static const float WALK_ACCELERATION_X = 300;
66 /** acceleration in horizontal direction when running */
67 static const float RUN_ACCELERATION_X = 400;
68 /** acceleration when skidding */
69 static const float SKID_XM = 200;
70 /** time of skidding in seconds */
71 static const float SKID_TIME = .3f;
72 /** maximum walk velocity (pixel/s) */
73 static const float MAX_WALK_XM = 230;
74 /** maximum run velocity (pixel/s) */
75 static const float MAX_RUN_XM = 320;
76 /** maximum horizontal climb velocity */
77 static const float MAX_CLIMB_XM = 96;
78 /** maximum vertical climb velocity */
79 static const float MAX_CLIMB_YM = 128;
80 /** instant velocity when tux starts to walk */
81 static const float WALK_SPEED = 100;
83 /** multiplied by WALK_ACCELERATION to give friction */
84 static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
85 /** multiplied by WALK_ACCELERATION to give friction */
86 static const float ICE_FRICTION_MULTIPLIER = 0.1f;
87 static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
89 /** time of the kick (kicking mriceblock) animation */
90 static const float KICK_TIME = .3f;
91 /** time of tux cheering (currently unused) */
92 static const float CHEER_TIME = 1.0f;
94 /** if Tux cannot unduck for this long, he will get hurt */
95 static const float UNDUCK_HURT_TIME = 0.25f;
96 /** gravity is higher after the jump key is released before
97 the apex of the jump is reached */
98 static const float JUMP_EARLY_APEX_FACTOR = 3.0;
100 static const float JUMP_GRACE_TIME = 0.25f; /**< time before hitting the ground that the jump button may be pressed (and still trigger a jump) */
102 /* Tux's collision rectangle */
103 static const float TUX_WIDTH = 31.8f;
104 static const float RUNNING_TUX_WIDTH = 34;
105 static const float SMALL_TUX_HEIGHT = 30.8f;
106 static const float BIG_TUX_HEIGHT = 62.8f;
107 static const float DUCKED_TUX_HEIGHT = 31.8f;
109 bool no_water = true;
112 Player::Player(PlayerStatus* _player_status, const std::string& name) :
115 scripting_controller(0),
116 player_status(_player_status),
121 backflip_direction(),
126 scripting_controller_old(0),
150 grabbed_object(NULL),
162 controller = g_jk_controller->get_main_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 = sprite_manager->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 sound_manager->preload("sounds/bigjump.wav");
172 sound_manager->preload("sounds/jump.wav");
173 sound_manager->preload("sounds/hurt.wav");
174 sound_manager->preload("sounds/kill.wav");
175 sound_manager->preload("sounds/skid.wav");
176 sound_manager->preload("sounds/flip.wav");
177 sound_manager->preload("sounds/invincible_start.ogg");
178 sound_manager->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;
219 ice_this_frame = false;
220 speedlimit = 0; //no special limit
222 on_ground_flag = false;
223 grabbed_object = NULL;
231 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
236 scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
240 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
245 scripting::unexpose_object(vm, table_idx, name);
249 Player::get_speedlimit()
255 Player::set_speedlimit(float newlimit)
261 Player::set_controller(Controller* controller)
263 this->controller = controller;
267 Player::set_winning()
269 if( ! is_winning() ){
271 invincible_timer.start(10000.0f);
276 Player::use_scripting_controller(bool use_or_release)
278 if ((use_or_release == true) && (controller != scripting_controller.get())) {
279 scripting_controller_old = get_controller();
280 set_controller(scripting_controller.get());
282 if ((use_or_release == false) && (controller == scripting_controller.get())) {
283 set_controller(scripting_controller_old);
284 scripting_controller_old = 0;
289 Player::do_scripting_controller(std::string control, bool pressed)
291 for(int i = 0; Controller::controlNames[i] != 0; ++i) {
292 if(control == std::string(Controller::controlNames[i])) {
293 scripting_controller->press(Controller::Control(i), pressed);
299 Player::adjust_height(float new_height)
302 bbox2.move(Vector(0, bbox.get_height() - new_height));
303 bbox2.set_height(new_height);
306 if(new_height > bbox.get_height()) {
307 Rectf additional_space = bbox2;
308 additional_space.set_height(new_height - bbox.get_height());
309 if(!Sector::current()->is_free_of_statics(additional_space, this, true))
313 // adjust bbox accordingly
314 // note that we use members of moving_object for this, so we can run this during CD, too
316 set_size(bbox2.get_width(), bbox2.get_height());
321 Player::trigger_sequence(std::string sequence_name)
323 if (climbing) stop_climbing(*climbing);
324 backflipping = false;
325 backflip_direction = 0;
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)
346 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
350 // extend/shrink tux collision rectangle so that we fall through/walk over 1
352 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
353 set_width(RUNNING_TUX_WIDTH);
355 set_width(TUX_WIDTH);
358 // on downward slopes, adjust vertical velocity so tux walks smoothly down
360 if(floor_normal.y != 0) {
361 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
362 physic.set_velocity_y(250);
367 // handle backflipping
369 //prevent player from changing direction when backflipping
370 dir = (backflip_direction == 1) ? LEFT : RIGHT;
371 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
376 fall_mode = ON_GROUND;
377 last_ground_y = get_pos().y;
379 if(get_pos().y > last_ground_y)
381 else if(fall_mode == ON_GROUND)
385 // check if we landed
388 if (backflipping && (backflip_timer.get_timegone() > 0.15f)) {
389 backflipping = false;
390 backflip_direction = 0;
392 // if controls are currently deactivated, we take care of standing up ourselves
398 // calculate movement for this frame
399 movement = physic.get_movement(elapsed_time);
401 if(grabbed_object != NULL && !dying) {
402 position_grabbed_object();
405 if(grabbed_object != NULL && dying){
406 grabbed_object->ungrab(*this, dir);
407 grabbed_object = NULL;
410 if(!ice_this_frame && on_ground())
413 on_ground_flag = false;
414 ice_this_frame = false;
416 // when invincible, spawn particles
417 if (invincible_timer.started())
419 if (graphicsRandom.rand(0, 2) == 0) {
420 float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
421 float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
422 Vector ppos = Vector(px, py);
423 Vector pspeed = Vector(0, 0);
424 Vector paccel = Vector(0, 0);
425 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
426 // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
427 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
428 // make every other a longer sparkle to make trail a bit fuzzy
429 (size_t(game_time*20)%2) ? "small" : "medium"
431 "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
436 if (sprite->animation_done()) growing = false;
439 // when climbing animate only while moving
441 if((physic.get_velocity_x()==0)&&(physic.get_velocity_y()==0))
442 sprite->stop_animation();
444 sprite->set_animation_loops(-1);
452 return on_ground_flag;
458 if(player_status->bonus == NO_BONUS)
465 Player::apply_friction()
467 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
468 physic.set_velocity_x(0);
469 physic.set_acceleration_x(0);
471 float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
472 if(physic.get_velocity_x() < 0) {
473 physic.set_acceleration_x(friction);
474 } else if(physic.get_velocity_x() > 0) {
475 physic.set_acceleration_x(-friction);
476 } // no friction for physic.get_velocity_x() == 0
481 Player::handle_horizontal_input()
483 float vx = physic.get_velocity_x();
484 float vy = physic.get_velocity_y();
485 float ax = physic.get_acceleration_x();
486 float ay = physic.get_acceleration_y();
489 if(!duck || physic.get_velocity_y() != 0) {
490 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
494 } else if(!controller->hold(Controller::LEFT)
495 && controller->hold(Controller::RIGHT)) {
502 // do not run if we're holding something which slows us down
503 if ( grabbed_object && grabbed_object->is_hampering() ) {
504 ax = dirsign * WALK_ACCELERATION_X;
506 if(vx >= MAX_WALK_XM && dirsign > 0) {
509 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
514 if( vx * dirsign < MAX_WALK_XM ) {
515 ax = dirsign * WALK_ACCELERATION_X;
517 ax = dirsign * RUN_ACCELERATION_X;
520 if(vx >= MAX_RUN_XM && dirsign > 0) {
523 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
529 // we can reach WALK_SPEED without any acceleration
530 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
531 vx = dirsign * WALK_SPEED;
535 if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
536 vx = dirsign * speedlimit;
540 // changing directions?
541 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
543 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
544 skidding_timer.start(SKID_TIME);
545 sound_manager->play("sounds/skid.wav");
546 // dust some particles
547 Sector::current()->add_object(
549 Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
550 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
551 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
561 ax *= ICE_ACCELERATION_MULTIPLIER;
564 physic.set_velocity(vx, vy);
565 physic.set_acceleration(ax, ay);
567 // we get slower when not pressing any keys
589 if (physic.get_velocity_y() != 0)
596 if (adjust_height(DUCKED_TUX_HEIGHT)) {
599 unduck_hurt_timer.stop();
606 Player::do_standup() {
614 if (adjust_height(BIG_TUX_HEIGHT)) {
616 unduck_hurt_timer.stop();
618 // if timer is not already running, start it.
619 if (unduck_hurt_timer.get_period() == 0) {
620 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
622 else if (unduck_hurt_timer.check()) {
630 Player::do_backflip() {
636 backflip_direction = (dir == LEFT)?(+1):(-1);
639 sound_manager->play("sounds/flip.wav");
640 backflip_timer.start(TUX_BACKFLIP_TIME);
644 Player::do_jump(float yspeed) {
648 physic.set_velocity_y(yspeed);
649 //bbox.move(Vector(0, -1));
651 on_ground_flag = false;
656 sound_manager->play("sounds/bigjump.wav");
658 sound_manager->play("sounds/jump.wav");
663 Player::early_jump_apex()
665 if (!jump_early_apex)
667 jump_early_apex = true;
668 physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
673 Player::do_jump_apex()
677 jump_early_apex = false;
678 physic.set_gravity_modifier(1.0f);
683 Player::handle_vertical_input()
686 if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
687 if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
688 jump_button_timer.stop();
690 // when running, only jump a little bit; else do a backflip
691 if ((physic.get_velocity_x() != 0) ||
692 (controller->hold(Controller::LEFT)) ||
693 (controller->hold(Controller::RIGHT)))
702 // jump a bit higher if we are running; else do a normal jump
703 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
706 // Let go of jump key
707 else if(!controller->hold(Controller::JUMP)) {
708 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
714 if(jump_early_apex && physic.get_velocity_y() >= 0) {
718 /* In case the player has pressed Down while in a certain range of air,
719 enable butt jump action */
720 if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
721 wants_buttjump = true;
722 if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
725 /* When Down is not held anymore, disable butt jump */
726 if(!controller->hold(Controller::DOWN)) {
727 wants_buttjump = false;
728 does_buttjump = false;
732 physic.set_acceleration_y(0);
735 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
736 physic.set_acceleration_y(-2000);
737 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
743 Player::handle_input()
746 handle_input_ghost();
750 handle_input_climbing();
755 if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
758 if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
761 if( controller->pressed( Controller::PEEK_LEFT ) ) {
764 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
767 if(!backflipping && !jumping && on_ground()) {
768 if( controller->pressed( Controller::PEEK_UP ) ) {
770 } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
775 /* Handle horizontal movement: */
776 if (!backflipping) handle_horizontal_input();
782 /* Handle vertical movement: */
783 handle_vertical_input();
786 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
787 if(Sector::current()->add_bullet(
788 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
789 : Vector(32, bbox.get_height()/2)),
791 physic.get_velocity_x(), dir))
792 shooting_timer.start(SHOOTING_TIME);
795 /* Duck or Standup! */
796 if (controller->hold(Controller::DOWN)) {
805 if(!controller->hold(Controller::ACTION) && grabbed_object) {
806 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
808 // move the grabbed object a bit away from tux
809 Rectf grabbed_bbox = moving_object->get_bbox();
811 dest.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
812 dest.p1.y = dest.p2.y - grabbed_bbox.get_height();
814 dest.p2.x = bbox.get_left() - 1;
815 dest.p1.x = dest.p2.x - grabbed_bbox.get_width();
817 dest.p1.x = bbox.get_right() + 1;
818 dest.p2.x = dest.p1.x + grabbed_bbox.get_width();
820 if(Sector::current()->is_free_of_tiles(dest, true)) {
821 moving_object->set_pos(dest.p1);
822 if(controller->hold(Controller::UP)) {
823 grabbed_object->ungrab(*this, UP);
825 grabbed_object->ungrab(*this, dir);
827 grabbed_object = NULL;
830 log_debug << "Non MovingObject grabbed?!?" << std::endl;
834 /* stop backflipping at will */
835 if( backflipping && ( !controller->hold(Controller::JUMP) && !backflip_timer.started()) ){
836 backflipping = false;
837 backflip_direction = 0;
842 Player::position_grabbed_object()
844 MovingObject* moving_object = dynamic_cast<MovingObject*>(grabbed_object);
845 assert(moving_object);
847 // Position where we will hold the lower-inner corner
848 Vector pos(get_bbox().get_left() + get_bbox().get_width()/2,
849 get_bbox().get_top() + get_bbox().get_height()*0.66666);
851 // Adjust to find the grabbed object's upper-left corner
853 pos.x -= moving_object->get_bbox().get_width();
854 pos.y -= moving_object->get_bbox().get_height();
856 grabbed_object->grab(*this, pos, dir);
862 if(controller->hold(Controller::ACTION) && !grabbed_object
864 Sector* sector = Sector::current();
867 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
869 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
872 for(Sector::Portables::iterator i = sector->portables.begin();
873 i != sector->portables.end(); ++i) {
874 Portable* portable = *i;
875 if(!portable->is_portable())
878 // make sure the Portable is a MovingObject
879 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
880 assert(moving_object);
881 if(moving_object == NULL)
884 // make sure the Portable isn't currently non-solid
885 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
887 // check if we are within reach
888 if(moving_object->get_bbox().contains(pos)) {
889 if (climbing) stop_climbing(*climbing);
890 grabbed_object = portable;
891 position_grabbed_object();
899 Player::handle_input_ghost()
903 if (controller->hold(Controller::LEFT)) {
905 vx -= MAX_RUN_XM * 2;
907 if (controller->hold(Controller::RIGHT)) {
909 vx += MAX_RUN_XM * 2;
911 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
912 vy -= MAX_RUN_XM * 2;
914 if (controller->hold(Controller::DOWN)) {
915 vy += MAX_RUN_XM * 2;
917 if (controller->hold(Controller::ACTION)) {
918 set_ghost_mode(false);
920 physic.set_velocity(vx, vy);
921 physic.set_acceleration(0, 0);
925 Player::add_coins(int count)
927 player_status->add_coins(count);
933 return player_status->coins;
937 Player::add_bonus(const std::string& bonustype)
939 BonusType type = NO_BONUS;
941 if(bonustype == "grow") {
943 } else if(bonustype == "fireflower") {
945 } else if(bonustype == "iceflower") {
947 } else if(bonustype == "none") {
950 std::ostringstream msg;
951 msg << "Unknown bonus type " << bonustype;
952 throw std::runtime_error(msg.str());
955 return add_bonus(type);
959 Player::add_bonus(BonusType type, bool animate)
961 // always ignore NO_BONUS
962 if (type == NO_BONUS) {
966 // ignore GROWUP_BONUS if we're already big
967 if (type == GROWUP_BONUS) {
968 if (player_status->bonus == GROWUP_BONUS)
970 if (player_status->bonus == FIRE_BONUS)
972 if (player_status->bonus == ICE_BONUS)
976 return set_bonus(type, animate);
980 Player::set_bonus(BonusType type, bool animate)
982 if((player_status->bonus == NO_BONUS) && (type != NO_BONUS)) {
983 if (!adjust_height(BIG_TUX_HEIGHT)) {
984 log_debug << "Can't adjust Tux height" << std::endl;
989 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
991 if (climbing) stop_climbing(*climbing);
994 if (type == NO_BONUS) {
995 if (does_buttjump) does_buttjump = false;
998 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
999 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
1000 // visually lose helmet
1001 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1002 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1003 Vector paccel = Vector(0, 1000);
1004 std::string action = (dir==LEFT)?"left":"right";
1005 Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1006 if (climbing) stop_climbing(*climbing);
1008 if ((player_status->bonus == ICE_BONUS) && (animate)) {
1009 // visually lose cap
1010 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1011 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1012 Vector paccel = Vector(0, 1000);
1013 std::string action = (dir==LEFT)?"left":"right";
1014 Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1015 if (climbing) stop_climbing(*climbing);
1017 player_status->max_fire_bullets = 0;
1018 player_status->max_ice_bullets = 0;
1020 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
1021 if (type == ICE_BONUS) player_status->max_ice_bullets++;
1023 player_status->bonus = type;
1028 Player::set_visible(bool visible)
1030 this->visible = visible;
1032 set_group(COLGROUP_MOVING);
1034 set_group(COLGROUP_DISABLED);
1038 Player::get_visible()
1046 kick_timer.start(KICK_TIME);
1050 Player::draw(DrawingContext& context)
1055 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
1056 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
1057 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
1058 float py = Sector::current()->camera->get_translation().y;
1059 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
1060 context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1);
1063 std::string sa_prefix = "";
1064 std::string sa_postfix = "";
1066 if (player_status->bonus == GROWUP_BONUS)
1068 else if (player_status->bonus == FIRE_BONUS)
1070 else if (player_status->bonus == ICE_BONUS)
1073 sa_prefix = "small";
1076 sa_postfix = "-left";
1078 sa_postfix = "-right";
1080 /* Set Tux sprite action */
1082 sprite->set_action("gameover");
1085 sprite->set_action_continued("grow"+sa_postfix);
1086 // while growing, do not change action
1087 // do_duck() will take care of cancelling growing manually
1088 // update() will take care of cancelling when growing completed
1090 else if (climbing) {
1091 sprite->set_action(sa_prefix+"-climbing"+sa_postfix);
1093 else if (backflipping) {
1094 sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
1096 else if (duck && is_big()) {
1097 sprite->set_action(sa_prefix+"-duck"+sa_postfix);
1099 else if (skidding_timer.started() && !skidding_timer.check()) {
1100 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1102 else if (kick_timer.started() && !kick_timer.check()) {
1103 sprite->set_action(sa_prefix+"-kick"+sa_postfix);
1105 else if ((wants_buttjump || does_buttjump) && is_big()) {
1106 sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
1108 else if (!on_ground()) {
1109 sprite->set_action(sa_prefix+"-jump"+sa_postfix);
1112 if (fabsf(physic.get_velocity_x()) < 1.0f) {
1113 // Determine which idle stage we're at
1114 if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
1116 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1118 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1120 else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
1122 if (idle_stage >= IDLE_STAGE_COUNT)
1125 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1127 if (IDLE_TIME[idle_stage] == 0)
1128 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
1130 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1133 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1137 sprite->set_action(sa_prefix+"-walk"+sa_postfix);
1142 // Tux is holding something
1143 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
1144 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
1152 if (safe_timer.started() && size_t(game_time*40)%2)
1155 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1161 Player::collision_tile(uint32_t tile_attributes)
1163 if(tile_attributes & Tile::HURTS)
1168 if( tile_attributes & Tile::WATER ){
1174 if( tile_attributes & Tile::WATER ){
1177 sound_manager->play( "sounds/splash.ogg" );
1182 if(tile_attributes & Tile::ICE) {
1183 ice_this_frame = true;
1189 Player::collision_solid(const CollisionHit& hit)
1192 if(physic.get_velocity_y() > 0)
1193 physic.set_velocity_y(0);
1195 on_ground_flag = true;
1196 floor_normal = hit.slope_normal;
1199 if (does_buttjump) {
1200 does_buttjump = false;
1201 physic.set_velocity_y(-300);
1202 on_ground_flag = false;
1203 Sector::current()->add_object(new Particles(
1204 Vector(get_bbox().p2.x, get_bbox().p2.y),
1206 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1208 Sector::current()->add_object(new Particles(
1209 Vector(get_bbox().p1.x, get_bbox().p2.y),
1211 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1213 Sector::current()->camera->shake(.1f, 0, 5);
1216 } else if(hit.top) {
1217 if(physic.get_velocity_y() < 0)
1218 physic.set_velocity_y(.2f);
1221 if(hit.left || hit.right) {
1222 physic.set_velocity_x(0);
1227 if(hit.left || hit.right) {
1229 } else if(hit.top || hit.bottom) {
1236 Player::collision(GameObject& other, const CollisionHit& hit)
1238 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1243 Player* player = dynamic_cast<Player*> (&other);
1248 if(hit.left || hit.right) {
1249 try_grab(); //grab objects right now, in update it will be too late
1251 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1252 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1253 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1254 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1256 if(controller->pressed(Controller::UP))
1257 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1263 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1264 if(badguy != NULL) {
1265 if(safe_timer.started() || invincible_timer.started())
1275 Player::make_invincible()
1277 sound_manager->play("sounds/invincible_start.ogg");
1278 invincible_timer.start(TUX_INVINCIBLE_TIME);
1279 Sector::current()->play_music(HERRING_MUSIC);
1284 Player::kill(bool completely)
1286 if(dying || deactivated || is_winning() )
1289 if(!completely && (safe_timer.started() || invincible_timer.started()))
1294 if (climbing) stop_climbing(*climbing);
1296 physic.set_velocity_x(0);
1298 if(!completely && is_big()) {
1299 sound_manager->play("sounds/hurt.wav");
1301 if(player_status->bonus == FIRE_BONUS
1302 || player_status->bonus == ICE_BONUS) {
1303 safe_timer.start(TUX_SAFE_TIME);
1304 set_bonus(GROWUP_BONUS, true);
1305 } else if(player_status->bonus == GROWUP_BONUS) {
1306 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1307 adjust_height(SMALL_TUX_HEIGHT);
1309 backflipping = false;
1310 set_bonus(NO_BONUS, true);
1311 } else if(player_status->bonus == NO_BONUS) {
1312 safe_timer.start(TUX_SAFE_TIME);
1313 adjust_height(SMALL_TUX_HEIGHT);
1317 sound_manager->play("sounds/kill.wav");
1319 // do not die when in edit mode
1321 set_ghost_mode(true);
1325 if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
1327 for (int i = 0; i < 5; i++)
1329 // the numbers: starting x, starting y, velocity y
1330 Sector::current()->add_object(new FallingCoin(get_pos() +
1331 Vector(graphicsRandom.rand(5), graphicsRandom.rand(-32,18)),
1332 graphicsRandom.rand(-100,100)));
1334 player_status->coins -= std::max(player_status->coins/10, 25);
1338 GameSession::current()->set_reset_point("", Vector());
1340 physic.enable_gravity(true);
1341 physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
1343 invincible_timer.stop();
1344 physic.set_acceleration(0, 0);
1345 physic.set_velocity(0, -700);
1346 set_bonus(NO_BONUS, true);
1348 dying_timer.start(3.0);
1349 set_group(COLGROUP_DISABLED);
1351 // TODO: need nice way to handle players dying in co-op mode
1352 Sector::current()->effect->fade_out(3.0);
1353 sound_manager->stop_music(3.0);
1358 Player::move(const Vector& vector)
1362 // Reset size to get correct hitbox if Tux was eg. ducked before moving
1364 set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
1366 set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
1368 backflipping = false;
1369 last_ground_y = vector.y;
1370 if (climbing) stop_climbing(*climbing);
1376 Player::check_bounds()
1378 /* Keep tux in sector bounds: */
1379 if (get_pos().x < 0) {
1380 // Lock Tux to the size of the level, so that he doesn't fall off
1382 set_pos(Vector(0, get_pos().y));
1385 if (get_bbox().get_right() > Sector::current()->get_width()) {
1386 // Lock Tux to the size of the level, so that he doesn't fall off
1388 set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
1391 /* fallen out of the level? */
1392 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1399 Player::add_velocity(const Vector& velocity)
1401 physic.set_velocity(physic.get_velocity() + velocity);
1405 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1407 if (end_speed.x > 0)
1408 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1409 if (end_speed.x < 0)
1410 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1411 if (end_speed.y > 0)
1412 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1413 if (end_speed.y < 0)
1414 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1418 Player::get_velocity()
1420 return physic.get_velocity();
1424 Player::bounce(BadGuy& )
1426 if(controller->hold(Controller::JUMP))
1427 physic.set_velocity_y(-520);
1429 physic.set_velocity_y(-300);
1432 //scripting Functions Below
1435 Player::deactivate()
1440 physic.set_velocity_x(0);
1441 physic.set_velocity_y(0);
1442 physic.set_acceleration_x(0);
1443 physic.set_acceleration_y(0);
1444 if (climbing) stop_climbing(*climbing);
1452 deactivated = false;
1455 void Player::walk(float speed)
1457 physic.set_velocity_x(speed);
1461 Player::set_ghost_mode(bool enable)
1463 if (ghost_mode == enable)
1466 if (climbing) stop_climbing(*climbing);
1470 set_group(COLGROUP_DISABLED);
1471 physic.enable_gravity(false);
1472 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1475 set_group(COLGROUP_MOVING);
1476 physic.enable_gravity(true);
1477 log_debug << "You feel solid again." << std::endl;
1482 Player::set_edit_mode(bool enable)
1488 Player::start_climbing(Climbable& climbable)
1490 if (climbing || !&climbable) return;
1492 climbing = &climbable;
1493 physic.enable_gravity(false);
1494 physic.set_velocity(0, 0);
1495 physic.set_acceleration(0, 0);
1497 backflipping = false;
1498 backflip_direction = 0;
1503 Player::stop_climbing(Climbable& /*climbable*/)
1505 if (!climbing) return;
1509 if (grabbed_object) {
1510 grabbed_object->ungrab(*this, dir);
1511 grabbed_object = NULL;
1514 physic.enable_gravity(true);
1515 physic.set_velocity(0, 0);
1516 physic.set_acceleration(0, 0);
1518 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1519 on_ground_flag = true;
1520 // TODO: This won't help. Why?
1526 Player::handle_input_climbing()
1529 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1535 if (controller->hold(Controller::LEFT)) {
1539 if (controller->hold(Controller::RIGHT)) {
1543 if (controller->hold(Controller::UP)) {
1546 if (controller->hold(Controller::DOWN)) {
1549 if (controller->hold(Controller::JUMP)) {
1551 stop_climbing(*climbing);
1557 if (controller->hold(Controller::ACTION)) {
1558 stop_climbing(*climbing);
1561 physic.set_velocity(vx, vy);
1562 physic.set_acceleration(0, 0);