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(),
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;
216 sprite->set_angle(0.0f);
220 ice_this_frame = false;
221 speedlimit = 0; //no special limit
223 on_ground_flag = false;
224 grabbed_object = NULL;
232 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
237 scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
241 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
246 scripting::unexpose_object(vm, table_idx, name);
250 Player::get_speedlimit()
256 Player::set_speedlimit(float newlimit)
262 Player::set_controller(Controller* controller)
264 this->controller = controller;
268 Player::set_winning()
270 if( ! is_winning() ){
272 invincible_timer.start(10000.0f);
277 Player::use_scripting_controller(bool use_or_release)
279 if ((use_or_release == true) && (controller != scripting_controller.get())) {
280 scripting_controller_old = get_controller();
281 set_controller(scripting_controller.get());
283 if ((use_or_release == false) && (controller == scripting_controller.get())) {
284 set_controller(scripting_controller_old);
285 scripting_controller_old = 0;
290 Player::do_scripting_controller(std::string control, bool pressed)
292 for(int i = 0; Controller::controlNames[i] != 0; ++i) {
293 if(control == std::string(Controller::controlNames[i])) {
294 scripting_controller->press(Controller::Control(i), pressed);
300 Player::adjust_height(float new_height)
303 bbox2.move(Vector(0, bbox.get_height() - new_height));
304 bbox2.set_height(new_height);
307 if(new_height > bbox.get_height()) {
308 Rectf additional_space = bbox2;
309 additional_space.set_height(new_height - bbox.get_height());
310 if(!Sector::current()->is_free_of_statics(additional_space, this, true))
314 // adjust bbox accordingly
315 // note that we use members of moving_object for this, so we can run this during CD, too
317 set_size(bbox2.get_width(), bbox2.get_height());
322 Player::trigger_sequence(std::string sequence_name)
324 if (climbing) stop_climbing(*climbing);
325 backflipping = false;
326 backflip_direction = 0;
327 sprite->set_angle(0.0f);
328 GameSession::current()->start_sequence(sequence_name);
332 Player::update(float elapsed_time)
339 if(dying && dying_timer.check()) {
340 set_bonus(NO_BONUS, true);
345 if(!dying && !deactivated)
349 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
354 // extend/shrink tux collision rectangle so that we fall through/walk over 1
356 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
357 set_width(RUNNING_TUX_WIDTH);
359 set_width(TUX_WIDTH);
362 // on downward slopes, adjust vertical velocity so tux walks smoothly down
363 if (on_ground() && !dying) {
364 if(floor_normal.y != 0) {
365 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
366 physic.set_velocity_y(250);
371 // handle backflipping
372 if (backflipping && !dying) {
373 //prevent player from changing direction when backflipping
374 dir = (backflip_direction == 1) ? LEFT : RIGHT;
375 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
376 //rotate sprite during flip
377 sprite->set_angle(sprite->get_angle() + (dir==LEFT?1:-1) * elapsed_time * (360.0f / 0.5f));
382 fall_mode = ON_GROUND;
383 last_ground_y = get_pos().y;
385 if(get_pos().y > last_ground_y)
387 else if(fall_mode == ON_GROUND)
391 // check if we landed
394 if (backflipping && (backflip_timer.get_timegone() > 0.15f)) {
395 backflipping = false;
396 backflip_direction = 0;
397 sprite->set_angle(0.0f);
399 // if controls are currently deactivated, we take care of standing up ourselves
405 // calculate movement for this frame
406 movement = physic.get_movement(elapsed_time);
408 if(grabbed_object != NULL && !dying) {
409 position_grabbed_object();
412 if(grabbed_object != NULL && dying){
413 grabbed_object->ungrab(*this, dir);
414 grabbed_object = NULL;
417 if(!ice_this_frame && on_ground())
420 on_ground_flag = false;
421 ice_this_frame = false;
423 // when invincible, spawn particles
424 if (invincible_timer.started())
426 if (graphicsRandom.rand(0, 2) == 0) {
427 float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
428 float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
429 Vector ppos = Vector(px, py);
430 Vector pspeed = Vector(0, 0);
431 Vector paccel = Vector(0, 0);
432 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
433 // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
434 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
435 // make every other a longer sparkle to make trail a bit fuzzy
436 (size_t(game_time*20)%2) ? "small" : "medium"
438 "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
443 if (sprite->animation_done()) growing = false;
446 // when climbing animate only while moving
448 if((physic.get_velocity_x()==0)&&(physic.get_velocity_y()==0))
449 sprite->stop_animation();
451 sprite->set_animation_loops(-1);
459 return on_ground_flag;
465 if(player_status->bonus == NO_BONUS)
472 Player::apply_friction()
474 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
475 physic.set_velocity_x(0);
476 physic.set_acceleration_x(0);
478 float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
479 if(physic.get_velocity_x() < 0) {
480 physic.set_acceleration_x(friction);
481 } else if(physic.get_velocity_x() > 0) {
482 physic.set_acceleration_x(-friction);
483 } // no friction for physic.get_velocity_x() == 0
488 Player::handle_horizontal_input()
490 float vx = physic.get_velocity_x();
491 float vy = physic.get_velocity_y();
492 float ax = physic.get_acceleration_x();
493 float ay = physic.get_acceleration_y();
496 if(!duck || physic.get_velocity_y() != 0) {
497 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
501 } else if(!controller->hold(Controller::LEFT)
502 && controller->hold(Controller::RIGHT)) {
509 // do not run if we're holding something which slows us down
510 if ( grabbed_object && grabbed_object->is_hampering() ) {
511 ax = dirsign * WALK_ACCELERATION_X;
513 if(vx >= MAX_WALK_XM && dirsign > 0) {
516 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
521 if( vx * dirsign < MAX_WALK_XM ) {
522 ax = dirsign * WALK_ACCELERATION_X;
524 ax = dirsign * RUN_ACCELERATION_X;
527 if(vx >= MAX_RUN_XM && dirsign > 0) {
530 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
536 // we can reach WALK_SPEED without any acceleration
537 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
538 vx = dirsign * WALK_SPEED;
542 if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
543 vx = dirsign * speedlimit;
547 // changing directions?
548 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
550 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
551 skidding_timer.start(SKID_TIME);
552 sound_manager->play("sounds/skid.wav");
553 // dust some particles
554 Sector::current()->add_object(
556 Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
557 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
558 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
568 ax *= ICE_ACCELERATION_MULTIPLIER;
571 physic.set_velocity(vx, vy);
572 physic.set_acceleration(ax, ay);
574 // we get slower when not pressing any keys
596 if (physic.get_velocity_y() != 0)
603 if (adjust_height(DUCKED_TUX_HEIGHT)) {
606 unduck_hurt_timer.stop();
613 Player::do_standup() {
621 if (adjust_height(BIG_TUX_HEIGHT)) {
623 unduck_hurt_timer.stop();
625 // if timer is not already running, start it.
626 if (unduck_hurt_timer.get_period() == 0) {
627 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
629 else if (unduck_hurt_timer.check()) {
637 Player::do_backflip() {
643 backflip_direction = (dir == LEFT)?(+1):(-1);
646 sound_manager->play("sounds/flip.wav");
647 backflip_timer.start(TUX_BACKFLIP_TIME);
651 Player::do_jump(float yspeed) {
655 physic.set_velocity_y(yspeed);
656 //bbox.move(Vector(0, -1));
658 on_ground_flag = false;
663 sound_manager->play("sounds/bigjump.wav");
665 sound_manager->play("sounds/jump.wav");
670 Player::early_jump_apex()
672 if (!jump_early_apex)
674 jump_early_apex = true;
675 physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
680 Player::do_jump_apex()
684 jump_early_apex = false;
685 physic.set_gravity_modifier(1.0f);
690 Player::handle_vertical_input()
693 if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
694 if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
695 jump_button_timer.stop();
697 // when running, only jump a little bit; else do a backflip
698 if ((physic.get_velocity_x() != 0) ||
699 (controller->hold(Controller::LEFT)) ||
700 (controller->hold(Controller::RIGHT)))
709 // jump a bit higher if we are running; else do a normal jump
710 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
713 // Let go of jump key
714 else if(!controller->hold(Controller::JUMP)) {
715 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
721 if(jump_early_apex && physic.get_velocity_y() >= 0) {
725 /* In case the player has pressed Down while in a certain range of air,
726 enable butt jump action */
727 if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
728 wants_buttjump = true;
729 if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
732 /* When Down is not held anymore, disable butt jump */
733 if(!controller->hold(Controller::DOWN)) {
734 wants_buttjump = false;
735 does_buttjump = false;
739 physic.set_acceleration_y(0);
742 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
743 physic.set_acceleration_y(-2000);
744 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
750 Player::handle_input()
753 handle_input_ghost();
757 handle_input_climbing();
762 if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
765 if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
768 if( controller->pressed( Controller::PEEK_LEFT ) ) {
771 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
774 if(!backflipping && !jumping && on_ground()) {
775 if( controller->pressed( Controller::PEEK_UP ) ) {
777 } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
782 /* Handle horizontal movement: */
783 if (!backflipping) handle_horizontal_input();
789 /* Handle vertical movement: */
790 handle_vertical_input();
793 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
794 if(Sector::current()->add_bullet(
795 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
796 : Vector(32, bbox.get_height()/2)),
798 physic.get_velocity_x(), dir))
799 shooting_timer.start(SHOOTING_TIME);
802 /* Duck or Standup! */
803 if (controller->hold(Controller::DOWN)) {
812 if(!controller->hold(Controller::ACTION) && grabbed_object) {
813 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
815 // move the grabbed object a bit away from tux
816 Rectf grabbed_bbox = moving_object->get_bbox();
818 dest.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
819 dest.p1.y = dest.p2.y - grabbed_bbox.get_height();
821 dest.p2.x = bbox.get_left() - 1;
822 dest.p1.x = dest.p2.x - grabbed_bbox.get_width();
824 dest.p1.x = bbox.get_right() + 1;
825 dest.p2.x = dest.p1.x + grabbed_bbox.get_width();
827 if(Sector::current()->is_free_of_tiles(dest, true)) {
828 moving_object->set_pos(dest.p1);
829 if(controller->hold(Controller::UP)) {
830 grabbed_object->ungrab(*this, UP);
832 grabbed_object->ungrab(*this, dir);
834 grabbed_object = NULL;
837 log_debug << "Non MovingObject grabbed?!?" << std::endl;
841 /* stop backflipping at will */
842 if( backflipping && ( !controller->hold(Controller::JUMP) && !backflip_timer.started()) ){
843 backflipping = false;
844 backflip_direction = 0;
845 sprite->set_angle(0.0f);
850 Player::position_grabbed_object()
852 MovingObject* moving_object = dynamic_cast<MovingObject*>(grabbed_object);
853 assert(moving_object);
855 // Position where we will hold the lower-inner corner
856 Vector pos(get_bbox().get_left() + get_bbox().get_width()/2,
857 get_bbox().get_top() + get_bbox().get_height()*0.66666);
859 // Adjust to find the grabbed object's upper-left corner
861 pos.x -= moving_object->get_bbox().get_width();
862 pos.y -= moving_object->get_bbox().get_height();
864 grabbed_object->grab(*this, pos, dir);
870 if(controller->hold(Controller::ACTION) && !grabbed_object
872 Sector* sector = Sector::current();
875 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
877 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
880 for(Sector::Portables::iterator i = sector->portables.begin();
881 i != sector->portables.end(); ++i) {
882 Portable* portable = *i;
883 if(!portable->is_portable())
886 // make sure the Portable is a MovingObject
887 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
888 assert(moving_object);
889 if(moving_object == NULL)
892 // make sure the Portable isn't currently non-solid
893 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
895 // check if we are within reach
896 if(moving_object->get_bbox().contains(pos)) {
897 if (climbing) stop_climbing(*climbing);
898 grabbed_object = portable;
899 position_grabbed_object();
907 Player::handle_input_ghost()
911 if (controller->hold(Controller::LEFT)) {
913 vx -= MAX_RUN_XM * 2;
915 if (controller->hold(Controller::RIGHT)) {
917 vx += MAX_RUN_XM * 2;
919 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
920 vy -= MAX_RUN_XM * 2;
922 if (controller->hold(Controller::DOWN)) {
923 vy += MAX_RUN_XM * 2;
925 if (controller->hold(Controller::ACTION)) {
926 set_ghost_mode(false);
928 physic.set_velocity(vx, vy);
929 physic.set_acceleration(0, 0);
933 Player::add_coins(int count)
935 player_status->add_coins(count);
941 return player_status->coins;
945 Player::add_bonus(const std::string& bonustype)
947 BonusType type = NO_BONUS;
949 if(bonustype == "grow") {
951 } else if(bonustype == "fireflower") {
953 } else if(bonustype == "iceflower") {
955 } else if(bonustype == "none") {
958 std::ostringstream msg;
959 msg << "Unknown bonus type " << bonustype;
960 throw std::runtime_error(msg.str());
963 return add_bonus(type);
967 Player::add_bonus(BonusType type, bool animate)
969 // always ignore NO_BONUS
970 if (type == NO_BONUS) {
974 // ignore GROWUP_BONUS if we're already big
975 if (type == GROWUP_BONUS) {
976 if (player_status->bonus == GROWUP_BONUS)
978 if (player_status->bonus == FIRE_BONUS)
980 if (player_status->bonus == ICE_BONUS)
984 return set_bonus(type, animate);
988 Player::set_bonus(BonusType type, bool animate)
990 if((player_status->bonus == NO_BONUS) && (type != NO_BONUS)) {
991 if (!adjust_height(BIG_TUX_HEIGHT)) {
992 log_debug << "Can't adjust Tux height" << std::endl;
997 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
999 if (climbing) stop_climbing(*climbing);
1002 if (type == NO_BONUS) {
1003 if (does_buttjump) does_buttjump = false;
1006 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
1007 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
1008 // visually lose helmet
1009 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1010 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1011 Vector paccel = Vector(0, 1000);
1012 std::string action = (dir==LEFT)?"left":"right";
1013 Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1014 if (climbing) stop_climbing(*climbing);
1016 if ((player_status->bonus == ICE_BONUS) && (animate)) {
1017 // visually lose cap
1018 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1019 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1020 Vector paccel = Vector(0, 1000);
1021 std::string action = (dir==LEFT)?"left":"right";
1022 Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1023 if (climbing) stop_climbing(*climbing);
1025 player_status->max_fire_bullets = 0;
1026 player_status->max_ice_bullets = 0;
1028 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
1029 if (type == ICE_BONUS) player_status->max_ice_bullets++;
1031 player_status->bonus = type;
1036 Player::set_visible(bool visible)
1038 this->visible = visible;
1040 set_group(COLGROUP_MOVING);
1042 set_group(COLGROUP_DISABLED);
1046 Player::get_visible()
1054 kick_timer.start(KICK_TIME);
1058 Player::draw(DrawingContext& context)
1063 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
1064 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
1065 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
1066 float py = Sector::current()->camera->get_translation().y;
1067 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
1068 context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1);
1071 std::string sa_prefix = "";
1072 std::string sa_postfix = "";
1074 if (player_status->bonus == GROWUP_BONUS)
1076 else if (player_status->bonus == FIRE_BONUS)
1078 else if (player_status->bonus == ICE_BONUS)
1081 sa_prefix = "small";
1084 sa_postfix = "-left";
1086 sa_postfix = "-right";
1088 /* Set Tux sprite action */
1090 sprite->set_action("gameover");
1093 sprite->set_action_continued("grow"+sa_postfix);
1094 // while growing, do not change action
1095 // do_duck() will take care of cancelling growing manually
1096 // update() will take care of cancelling when growing completed
1098 else if (climbing) {
1099 sprite->set_action(sa_prefix+"-climbing"+sa_postfix);
1101 else if (backflipping) {
1102 sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
1104 else if (duck && is_big()) {
1105 sprite->set_action(sa_prefix+"-duck"+sa_postfix);
1107 else if (skidding_timer.started() && !skidding_timer.check()) {
1108 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1110 else if (kick_timer.started() && !kick_timer.check()) {
1111 sprite->set_action(sa_prefix+"-kick"+sa_postfix);
1113 else if ((wants_buttjump || does_buttjump) && is_big()) {
1114 sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
1116 else if (!on_ground() || fall_mode != ON_GROUND) {
1117 if(physic.get_velocity_x() != 0 || fall_mode != ON_GROUND) {
1118 sprite->set_action(sa_prefix+"-jump"+sa_postfix);
1122 if (fabsf(physic.get_velocity_x()) < 1.0f) {
1123 // Determine which idle stage we're at
1124 if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
1126 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1128 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1130 else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
1132 if (idle_stage >= IDLE_STAGE_COUNT)
1135 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1137 if (IDLE_TIME[idle_stage] == 0)
1138 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
1140 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1143 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1147 sprite->set_action(sa_prefix+"-walk"+sa_postfix);
1152 // Tux is holding something
1153 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
1154 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
1162 if (safe_timer.started() && size_t(game_time*40)%2)
1165 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1171 Player::collision_tile(uint32_t tile_attributes)
1173 if(tile_attributes & Tile::HURTS)
1178 if( tile_attributes & Tile::WATER ){
1184 if( tile_attributes & Tile::WATER ){
1187 sound_manager->play( "sounds/splash.ogg" );
1192 if(tile_attributes & Tile::ICE) {
1193 ice_this_frame = true;
1199 Player::collision_solid(const CollisionHit& hit)
1202 if(physic.get_velocity_y() > 0)
1203 physic.set_velocity_y(0);
1205 on_ground_flag = true;
1206 floor_normal = hit.slope_normal;
1209 if (does_buttjump) {
1210 does_buttjump = false;
1211 physic.set_velocity_y(-300);
1212 on_ground_flag = false;
1213 Sector::current()->add_object(new Particles(
1214 Vector(get_bbox().p2.x, get_bbox().p2.y),
1216 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1218 Sector::current()->add_object(new Particles(
1219 Vector(get_bbox().p1.x, get_bbox().p2.y),
1221 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1223 Sector::current()->camera->shake(.1f, 0, 5);
1226 } else if(hit.top) {
1227 if(physic.get_velocity_y() < 0)
1228 physic.set_velocity_y(.2f);
1231 if(hit.left || hit.right) {
1232 physic.set_velocity_x(0);
1237 if(hit.left || hit.right) {
1239 } else if(hit.top || hit.bottom) {
1246 Player::collision(GameObject& other, const CollisionHit& hit)
1248 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1253 Player* player = dynamic_cast<Player*> (&other);
1258 if(hit.left || hit.right) {
1259 try_grab(); //grab objects right now, in update it will be too late
1261 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1262 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1263 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1264 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1266 if(controller->pressed(Controller::UP))
1267 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1273 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1274 if(badguy != NULL) {
1275 if(safe_timer.started() || invincible_timer.started())
1285 Player::make_invincible()
1287 sound_manager->play("sounds/invincible_start.ogg");
1288 invincible_timer.start(TUX_INVINCIBLE_TIME);
1289 Sector::current()->play_music(HERRING_MUSIC);
1294 Player::kill(bool completely)
1296 if(dying || deactivated || is_winning() )
1299 if(!completely && (safe_timer.started() || invincible_timer.started()))
1304 if (climbing) stop_climbing(*climbing);
1306 physic.set_velocity_x(0);
1308 if(!completely && is_big()) {
1309 sound_manager->play("sounds/hurt.wav");
1311 if(player_status->bonus == FIRE_BONUS
1312 || player_status->bonus == ICE_BONUS) {
1313 safe_timer.start(TUX_SAFE_TIME);
1314 set_bonus(GROWUP_BONUS, true);
1315 } else if(player_status->bonus == GROWUP_BONUS) {
1316 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1317 adjust_height(SMALL_TUX_HEIGHT);
1319 backflipping = false;
1320 sprite->set_angle(0.0f);
1321 set_bonus(NO_BONUS, true);
1322 } else if(player_status->bonus == NO_BONUS) {
1323 safe_timer.start(TUX_SAFE_TIME);
1324 adjust_height(SMALL_TUX_HEIGHT);
1328 sound_manager->play("sounds/kill.wav");
1330 // do not die when in edit mode
1332 set_ghost_mode(true);
1336 if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
1338 for (int i = 0; i < 5; i++)
1340 // the numbers: starting x, starting y, velocity y
1341 Sector::current()->add_object(new FallingCoin(get_pos() +
1342 Vector(graphicsRandom.rand(5), graphicsRandom.rand(-32,18)),
1343 graphicsRandom.rand(-100,100)));
1345 player_status->coins -= std::max(player_status->coins/10, 25);
1349 GameSession::current()->set_reset_point("", Vector());
1351 physic.enable_gravity(true);
1352 physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
1354 invincible_timer.stop();
1355 physic.set_acceleration(0, 0);
1356 physic.set_velocity(0, -700);
1357 set_bonus(NO_BONUS, true);
1359 dying_timer.start(3.0);
1360 set_group(COLGROUP_DISABLED);
1362 // TODO: need nice way to handle players dying in co-op mode
1363 Sector::current()->effect->fade_out(3.0);
1364 sound_manager->stop_music(3.0);
1369 Player::move(const Vector& vector)
1373 // Reset size to get correct hitbox if Tux was eg. ducked before moving
1375 set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
1377 set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
1379 backflipping = false;
1380 sprite->set_angle(0.0f);
1381 last_ground_y = vector.y;
1382 if (climbing) stop_climbing(*climbing);
1388 Player::check_bounds()
1390 /* Keep tux in sector bounds: */
1391 if (get_pos().x < 0) {
1392 // Lock Tux to the size of the level, so that he doesn't fall off
1394 set_pos(Vector(0, get_pos().y));
1397 if (get_bbox().get_right() > Sector::current()->get_width()) {
1398 // Lock Tux to the size of the level, so that he doesn't fall off
1400 set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
1403 /* fallen out of the level? */
1404 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1411 Player::add_velocity(const Vector& velocity)
1413 physic.set_velocity(physic.get_velocity() + velocity);
1417 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1419 if (end_speed.x > 0)
1420 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1421 if (end_speed.x < 0)
1422 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1423 if (end_speed.y > 0)
1424 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1425 if (end_speed.y < 0)
1426 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1430 Player::get_velocity()
1432 return physic.get_velocity();
1436 Player::bounce(BadGuy& )
1438 if(controller->hold(Controller::JUMP))
1439 physic.set_velocity_y(-520);
1441 physic.set_velocity_y(-300);
1444 //scripting Functions Below
1447 Player::deactivate()
1452 physic.set_velocity_x(0);
1453 physic.set_velocity_y(0);
1454 physic.set_acceleration_x(0);
1455 physic.set_acceleration_y(0);
1456 if (climbing) stop_climbing(*climbing);
1464 deactivated = false;
1467 void Player::walk(float speed)
1469 physic.set_velocity_x(speed);
1472 void Player::set_dir(bool right)
1474 dir = right ? RIGHT : LEFT;
1478 Player::set_ghost_mode(bool enable)
1480 if (ghost_mode == enable)
1483 if (climbing) stop_climbing(*climbing);
1487 set_group(COLGROUP_DISABLED);
1488 physic.enable_gravity(false);
1489 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1492 set_group(COLGROUP_MOVING);
1493 physic.enable_gravity(true);
1494 log_debug << "You feel solid again." << std::endl;
1499 Player::set_edit_mode(bool enable)
1505 Player::start_climbing(Climbable& climbable)
1507 if (climbing || !&climbable) return;
1509 climbing = &climbable;
1510 physic.enable_gravity(false);
1511 physic.set_velocity(0, 0);
1512 physic.set_acceleration(0, 0);
1514 backflipping = false;
1515 backflip_direction = 0;
1516 sprite->set_angle(0.0f);
1521 Player::stop_climbing(Climbable& /*climbable*/)
1523 if (!climbing) return;
1527 if (grabbed_object) {
1528 grabbed_object->ungrab(*this, dir);
1529 grabbed_object = NULL;
1532 physic.enable_gravity(true);
1533 physic.set_velocity(0, 0);
1534 physic.set_acceleration(0, 0);
1536 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1537 on_ground_flag = true;
1538 // TODO: This won't help. Why?
1544 Player::handle_input_climbing()
1547 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1553 if (controller->hold(Controller::LEFT)) {
1557 if (controller->hold(Controller::RIGHT)) {
1561 if (controller->hold(Controller::UP)) {
1564 if (controller->hold(Controller::DOWN)) {
1567 if (controller->hold(Controller::JUMP)) {
1569 stop_climbing(*climbing);
1575 if (controller->hold(Controller::ACTION)) {
1576 stop_climbing(*climbing);
1579 physic.set_velocity(vx, vy);
1580 physic.set_acceleration(0, 0);