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 = 48;
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 bool no_water = true;
105 Player::Player(PlayerStatus* _player_status, const std::string& name) :
108 scripting_controller(0),
109 player_status(_player_status),
114 backflip_direction(),
119 scripting_controller_old(0),
143 grabbed_object(NULL),
155 controller = g_main_controller;
156 scripting_controller.reset(new CodeController());
157 // if/when we have complete penny gfx, we can
158 // load those instead of Tux's sprite in the
160 sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
161 airarrow = Surface::create("images/engine/hud/airarrow.png");
162 idle_timer.start(IDLE_TIME[0]/1000.0f);
164 sound_manager->preload("sounds/bigjump.wav");
165 sound_manager->preload("sounds/jump.wav");
166 sound_manager->preload("sounds/hurt.wav");
167 sound_manager->preload("sounds/kill.wav");
168 sound_manager->preload("sounds/skid.wav");
169 sound_manager->preload("sounds/flip.wav");
170 sound_manager->preload("sounds/invincible_start.ogg");
171 sound_manager->preload("sounds/splash.ogg");
178 if (climbing) stop_climbing(*climbing);
185 set_size(31.8f, 62.8f);
187 set_size(31.8f, 30.8f);
198 fall_mode = ON_GROUND;
200 jump_early_apex = false;
202 wants_buttjump = false;
203 does_buttjump = false;
206 backflipping = false;
207 backflip_direction = 0;
211 ice_this_frame = false;
212 speedlimit = 0; //no special limit
214 on_ground_flag = false;
215 grabbed_object = NULL;
223 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
228 scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
232 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
237 scripting::unexpose_object(vm, table_idx, name);
241 Player::get_speedlimit()
247 Player::set_speedlimit(float newlimit)
253 Player::set_controller(Controller* controller)
255 this->controller = controller;
259 Player::use_scripting_controller(bool use_or_release)
261 if ((use_or_release == true) && (controller != scripting_controller.get())) {
262 scripting_controller_old = get_controller();
263 set_controller(scripting_controller.get());
265 if ((use_or_release == false) && (controller == scripting_controller.get())) {
266 set_controller(scripting_controller_old);
267 scripting_controller_old = 0;
272 Player::do_scripting_controller(std::string control, bool pressed)
274 for(int i = 0; Controller::controlNames[i] != 0; ++i) {
275 if(control == std::string(Controller::controlNames[i])) {
276 scripting_controller->press(Controller::Control(i), pressed);
282 Player::adjust_height(float new_height)
285 bbox2.move(Vector(0, bbox.get_height() - new_height));
286 bbox2.set_height(new_height);
288 if(new_height > bbox.get_height()) {
289 Rectf additional_space = bbox2;
290 additional_space.set_height(new_height - bbox.get_height());
291 if(!Sector::current()->is_free_of_statics(additional_space, this, true))
295 // adjust bbox accordingly
296 // note that we use members of moving_object for this, so we can run this during CD, too
298 set_size(bbox2.get_width(), bbox2.get_height());
303 Player::trigger_sequence(std::string sequence_name)
305 if (climbing) stop_climbing(*climbing);
306 GameSession::current()->start_sequence(sequence_name);
310 Player::update(float elapsed_time)
317 if(dying && dying_timer.check()) {
322 if(!dying && !deactivated)
325 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
329 // extend/shrink tux collision rectangle so that we fall through/walk over 1
331 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
337 // on downward slopes, adjust vertical velocity so tux walks smoothly down
339 if(floor_normal.y != 0) {
340 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
341 physic.set_velocity_y(250);
346 // handle backflipping
348 //prevent player from changing direction when backflipping
349 dir = (backflip_direction == 1) ? LEFT : RIGHT;
350 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
355 fall_mode = ON_GROUND;
356 last_ground_y = get_pos().y;
358 if(get_pos().y > last_ground_y)
360 else if(fall_mode == ON_GROUND)
364 // check if we landed
367 if (backflipping && (!backflip_timer.started())) {
368 backflipping = false;
369 backflip_direction = 0;
371 // if controls are currently deactivated, we take care of standing up ourselves
377 // calculate movement for this frame
378 movement = physic.get_movement(elapsed_time);
380 if(grabbed_object != NULL && !dying) {
381 position_grabbed_object();
384 if(grabbed_object != NULL && dying){
385 grabbed_object->ungrab(*this, dir);
386 grabbed_object = NULL;
389 if(!ice_this_frame && on_ground())
392 on_ground_flag = false;
393 ice_this_frame = false;
395 // when invincible, spawn particles
396 if (invincible_timer.started())
398 if (graphicsRandom.rand(0, 2) == 0) {
399 float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
400 float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
401 Vector ppos = Vector(px, py);
402 Vector pspeed = Vector(0, 0);
403 Vector paccel = Vector(0, 0);
404 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
405 // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
406 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
407 // make every other a longer sparkle to make trail a bit fuzzy
408 (size_t(game_time*20)%2) ? "small" : "medium"
410 "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
415 if (sprite->animation_done()) growing = false;
423 return on_ground_flag;
429 if(player_status->bonus == NO_BONUS)
436 Player::apply_friction()
438 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
439 physic.set_velocity_x(0);
440 physic.set_acceleration_x(0);
442 float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
443 if(physic.get_velocity_x() < 0) {
444 physic.set_acceleration_x(friction);
445 } else if(physic.get_velocity_x() > 0) {
446 physic.set_acceleration_x(-friction);
447 } // no friction for physic.get_velocity_x() == 0
452 Player::handle_horizontal_input()
454 float vx = physic.get_velocity_x();
455 float vy = physic.get_velocity_y();
456 float ax = physic.get_acceleration_x();
457 float ay = physic.get_acceleration_y();
460 if(!duck || physic.get_velocity_y() != 0) {
461 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
465 } else if(!controller->hold(Controller::LEFT)
466 && controller->hold(Controller::RIGHT)) {
473 // do not run if we're holding something
474 if ( false /* grabbed_extra_heavy_object */) {
475 ax = dirsign * WALK_ACCELERATION_X;
477 if(vx >= MAX_WALK_XM && dirsign > 0) {
480 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
485 if( vx * dirsign < MAX_WALK_XM ) {
486 ax = dirsign * WALK_ACCELERATION_X;
488 ax = dirsign * RUN_ACCELERATION_X;
491 if(vx >= MAX_RUN_XM && dirsign > 0) {
494 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
500 // we can reach WALK_SPEED without any acceleration
501 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
502 vx = dirsign * WALK_SPEED;
506 if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
507 vx = dirsign * speedlimit;
511 // changing directions?
512 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
514 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
515 skidding_timer.start(SKID_TIME);
516 sound_manager->play("sounds/skid.wav");
517 // dust some particles
518 Sector::current()->add_object(
520 Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
521 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
522 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
532 ax *= ICE_ACCELERATION_MULTIPLIER;
535 physic.set_velocity(vx, vy);
536 physic.set_acceleration(ax, ay);
538 // we get slower when not pressing any keys
560 if (physic.get_velocity_y() != 0)
567 if (adjust_height(31.8f)) {
570 unduck_hurt_timer.stop();
577 Player::do_standup() {
585 if (adjust_height(63.8f)) {
587 unduck_hurt_timer.stop();
589 // if timer is not already running, start it.
590 if (unduck_hurt_timer.get_period() == 0) {
591 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
593 else if (unduck_hurt_timer.check()) {
601 Player::do_backflip() {
607 backflip_direction = (dir == LEFT)?(+1):(-1);
610 sound_manager->play("sounds/flip.wav");
611 backflip_timer.start(0.15f);
615 Player::do_jump(float yspeed) {
619 physic.set_velocity_y(yspeed);
620 //bbox.move(Vector(0, -1));
622 on_ground_flag = false;
627 sound_manager->play("sounds/bigjump.wav");
629 sound_manager->play("sounds/jump.wav");
634 Player::early_jump_apex()
636 if (!jump_early_apex)
638 jump_early_apex = true;
639 physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
644 Player::do_jump_apex()
648 jump_early_apex = false;
649 physic.set_gravity_modifier(1.0f);
654 Player::handle_vertical_input()
657 if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
658 if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
659 jump_button_timer.stop();
661 // when running, only jump a little bit; else do a backflip
662 if ((physic.get_velocity_x() != 0) ||
663 (controller->hold(Controller::LEFT)) ||
664 (controller->hold(Controller::RIGHT)))
673 // jump a bit higher if we are running; else do a normal jump
674 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
677 // Let go of jump key
678 else if(!controller->hold(Controller::JUMP)) {
679 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
685 if(jump_early_apex && physic.get_velocity_y() >= 0) {
689 /* In case the player has pressed Down while in a certain range of air,
690 enable butt jump action */
691 if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
692 wants_buttjump = true;
693 if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
696 /* When Down is not held anymore, disable butt jump */
697 if(!controller->hold(Controller::DOWN)) {
698 wants_buttjump = false;
699 does_buttjump = false;
703 physic.set_acceleration_y(0);
706 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
707 physic.set_acceleration_y(-2000);
708 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
714 Player::handle_input()
717 handle_input_ghost();
721 handle_input_climbing();
726 if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
729 if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
732 if( controller->pressed( Controller::PEEK_LEFT ) ) {
735 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
738 if(!backflipping && !jumping && on_ground()) {
739 if( controller->pressed( Controller::PEEK_UP ) ) {
741 } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
746 /* Handle horizontal movement: */
747 if (!backflipping) handle_horizontal_input();
753 /* Handle vertical movement: */
754 handle_vertical_input();
757 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
758 if(Sector::current()->add_bullet(
759 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
760 : Vector(32, bbox.get_height()/2)),
762 physic.get_velocity_x(), dir))
763 shooting_timer.start(SHOOTING_TIME);
766 /* Duck or Standup! */
767 if (controller->hold(Controller::DOWN)) {
776 if(!controller->hold(Controller::ACTION) && grabbed_object) {
777 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
779 // move the grabbed object a bit away from tux
780 Rectf grabbed_bbox = moving_object->get_bbox();
782 dest.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
783 dest.p1.y = dest.p2.y - grabbed_bbox.get_height();
785 dest.p2.x = bbox.get_left() - 1;
786 dest.p1.x = dest.p2.x - grabbed_bbox.get_width();
788 dest.p1.x = bbox.get_right() + 1;
789 dest.p2.x = dest.p1.x + grabbed_bbox.get_width();
791 if(Sector::current()->is_free_of_movingstatics(dest)) {
792 moving_object->set_pos(dest.p1);
793 if(controller->hold(Controller::UP)) {
794 grabbed_object->ungrab(*this, UP);
796 grabbed_object->ungrab(*this, dir);
798 grabbed_object = NULL;
801 log_debug << "Non MovingObject grabbed?!?" << std::endl;
807 Player::position_grabbed_object()
809 MovingObject* moving_object = dynamic_cast<MovingObject*>(grabbed_object);
810 assert(moving_object);
812 // Position where we will hold the lower-inner corner
813 Vector pos(get_bbox().get_left() + get_bbox().get_width()/2,
814 get_bbox().get_top() + get_bbox().get_height()*0.66666);
816 // Adjust to find the grabbed object's upper-left corner
818 pos.x -= moving_object->get_bbox().get_width();
819 pos.y -= moving_object->get_bbox().get_height();
821 grabbed_object->grab(*this, pos, dir);
827 if(controller->hold(Controller::ACTION) && !grabbed_object
829 Sector* sector = Sector::current();
832 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
834 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
837 for(Sector::Portables::iterator i = sector->portables.begin();
838 i != sector->portables.end(); ++i) {
839 Portable* portable = *i;
840 if(!portable->is_portable())
843 // make sure the Portable is a MovingObject
844 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
845 assert(moving_object);
846 if(moving_object == NULL)
849 // make sure the Portable isn't currently non-solid
850 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
852 // check if we are within reach
853 if(moving_object->get_bbox().contains(pos)) {
854 if (climbing) stop_climbing(*climbing);
855 grabbed_object = portable;
856 position_grabbed_object();
864 Player::handle_input_ghost()
868 if (controller->hold(Controller::LEFT)) {
870 vx -= MAX_RUN_XM * 2;
872 if (controller->hold(Controller::RIGHT)) {
874 vx += MAX_RUN_XM * 2;
876 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
877 vy -= MAX_RUN_XM * 2;
879 if (controller->hold(Controller::DOWN)) {
880 vy += MAX_RUN_XM * 2;
882 if (controller->hold(Controller::ACTION)) {
883 set_ghost_mode(false);
885 physic.set_velocity(vx, vy);
886 physic.set_acceleration(0, 0);
890 Player::add_coins(int count)
892 player_status->add_coins(count);
898 return player_status->coins;
902 Player::add_bonus(const std::string& bonustype)
904 BonusType type = NO_BONUS;
906 if(bonustype == "grow") {
908 } else if(bonustype == "fireflower") {
910 } else if(bonustype == "iceflower") {
912 } else if(bonustype == "none") {
915 std::ostringstream msg;
916 msg << "Unknown bonus type " << bonustype;
917 throw std::runtime_error(msg.str());
920 return add_bonus(type);
924 Player::add_bonus(BonusType type, bool animate)
926 // always ignore NO_BONUS
927 if (type == NO_BONUS) {
931 // ignore GROWUP_BONUS if we're already big
932 if (type == GROWUP_BONUS) {
933 if (player_status->bonus == GROWUP_BONUS)
935 if (player_status->bonus == FIRE_BONUS)
937 if (player_status->bonus == ICE_BONUS)
941 return set_bonus(type, animate);
945 Player::set_bonus(BonusType type, bool animate)
947 if(player_status->bonus == NO_BONUS) {
948 if (!adjust_height(62.8f)) {
949 printf("can't adjust\n");
954 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
956 if (climbing) stop_climbing(*climbing);
959 if (type == NO_BONUS) {
960 if (does_buttjump) does_buttjump = false;
963 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
964 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
965 // visually lose helmet
966 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
967 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
968 Vector paccel = Vector(0, 1000);
969 std::string action = (dir==LEFT)?"left":"right";
970 Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
971 if (climbing) stop_climbing(*climbing);
973 if ((player_status->bonus == ICE_BONUS) && (animate)) {
975 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
976 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
977 Vector paccel = Vector(0, 1000);
978 std::string action = (dir==LEFT)?"left":"right";
979 Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
980 if (climbing) stop_climbing(*climbing);
982 player_status->max_fire_bullets = 0;
983 player_status->max_ice_bullets = 0;
985 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
986 if (type == ICE_BONUS) player_status->max_ice_bullets++;
988 player_status->bonus = type;
993 Player::set_visible(bool visible)
995 this->visible = visible;
997 set_group(COLGROUP_MOVING);
999 set_group(COLGROUP_DISABLED);
1003 Player::get_visible()
1011 kick_timer.start(KICK_TIME);
1015 Player::draw(DrawingContext& context)
1020 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
1021 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
1022 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
1023 float py = Sector::current()->camera->get_translation().y;
1024 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
1025 context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1);
1028 std::string sa_prefix = "";
1029 std::string sa_postfix = "";
1031 if (player_status->bonus == GROWUP_BONUS)
1033 else if (player_status->bonus == FIRE_BONUS)
1035 else if (player_status->bonus == ICE_BONUS)
1038 sa_prefix = "small";
1041 sa_postfix = "-left";
1043 sa_postfix = "-right";
1045 /* Set Tux sprite action */
1047 sprite->set_action("gameover");
1050 sprite->set_action_continued("grow"+sa_postfix);
1051 // while growing, do not change action
1052 // do_duck() will take care of cancelling growing manually
1053 // update() will take care of cancelling when growing completed
1055 else if (climbing) {
1056 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1058 else if (backflipping) {
1059 sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
1061 else if (duck && is_big()) {
1062 sprite->set_action(sa_prefix+"-duck"+sa_postfix);
1064 else if (skidding_timer.started() && !skidding_timer.check()) {
1065 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1067 else if (kick_timer.started() && !kick_timer.check()) {
1068 sprite->set_action(sa_prefix+"-kick"+sa_postfix);
1070 else if ((wants_buttjump || does_buttjump) && is_big()) {
1071 sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
1073 else if (!on_ground()) {
1074 sprite->set_action(sa_prefix+"-jump"+sa_postfix);
1077 if (fabsf(physic.get_velocity_x()) < 1.0f) {
1078 // Determine which idle stage we're at
1079 if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
1081 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1083 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1085 else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
1087 if (idle_stage >= IDLE_STAGE_COUNT)
1090 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1092 if (IDLE_TIME[idle_stage] == 0)
1093 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
1095 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1098 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1102 sprite->set_action(sa_prefix+"-walk"+sa_postfix);
1107 // Tux is holding something
1108 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
1109 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
1117 if (safe_timer.started() && size_t(game_time*40)%2)
1120 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1126 Player::collision_tile(uint32_t tile_attributes)
1128 if(tile_attributes & Tile::HURTS)
1133 if( tile_attributes & Tile::WATER ){
1139 if( tile_attributes & Tile::WATER ){
1142 sound_manager->play( "sounds/splash.ogg" );
1147 if(tile_attributes & Tile::ICE) {
1148 ice_this_frame = true;
1154 Player::collision_solid(const CollisionHit& hit)
1157 if(physic.get_velocity_y() > 0)
1158 physic.set_velocity_y(0);
1160 on_ground_flag = true;
1161 floor_normal = hit.slope_normal;
1164 if (does_buttjump) {
1165 does_buttjump = false;
1166 physic.set_velocity_y(-300);
1167 on_ground_flag = false;
1168 Sector::current()->add_object(new Particles(
1169 Vector(get_bbox().p2.x, get_bbox().p2.y),
1171 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1173 Sector::current()->add_object(new Particles(
1174 Vector(get_bbox().p1.x, get_bbox().p2.y),
1176 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1178 Sector::current()->camera->shake(.1f, 0, 5);
1181 } else if(hit.top) {
1182 if(physic.get_velocity_y() < 0)
1183 physic.set_velocity_y(.2f);
1186 if(hit.left || hit.right) {
1187 physic.set_velocity_x(0);
1192 if(hit.left || hit.right) {
1194 } else if(hit.top || hit.bottom) {
1201 Player::collision(GameObject& other, const CollisionHit& hit)
1203 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1208 Player* player = dynamic_cast<Player*> (&other);
1213 if(hit.left || hit.right) {
1214 try_grab(); //grab objects right now, in update it will be too late
1216 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1217 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1218 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1219 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1221 if(controller->pressed(Controller::UP))
1222 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1228 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1229 if(badguy != NULL) {
1230 if(safe_timer.started() || invincible_timer.started())
1240 Player::make_invincible()
1242 sound_manager->play("sounds/invincible_start.ogg");
1243 invincible_timer.start(TUX_INVINCIBLE_TIME);
1244 Sector::current()->play_music(HERRING_MUSIC);
1249 Player::kill(bool completely)
1251 if(dying || deactivated)
1254 if(!completely && (safe_timer.started() || invincible_timer.started()))
1259 if (climbing) stop_climbing(*climbing);
1261 physic.set_velocity_x(0);
1263 if(!completely && is_big()) {
1264 sound_manager->play("sounds/hurt.wav");
1266 if(player_status->bonus == FIRE_BONUS
1267 || player_status->bonus == ICE_BONUS) {
1268 safe_timer.start(TUX_SAFE_TIME);
1269 set_bonus(GROWUP_BONUS, true);
1270 } else if(player_status->bonus == GROWUP_BONUS) {
1271 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1272 adjust_height(30.8f);
1274 backflipping = false;
1275 set_bonus(NO_BONUS, true);
1276 } else if(player_status->bonus == NO_BONUS) {
1277 safe_timer.start(TUX_SAFE_TIME);
1278 adjust_height(30.8f);
1282 sound_manager->play("sounds/kill.wav");
1284 // do not die when in edit mode
1286 set_ghost_mode(true);
1290 physic.enable_gravity(true);
1291 physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
1293 invincible_timer.stop();
1294 physic.set_acceleration(0, 0);
1295 physic.set_velocity(0, -700);
1296 set_bonus(NO_BONUS, true);
1298 dying_timer.start(3.0);
1299 set_group(COLGROUP_DISABLED);
1301 // TODO: need nice way to handle players dying in co-op mode
1302 Sector::current()->effect->fade_out(3.0);
1303 sound_manager->stop_music(3.0);
1308 Player::move(const Vector& vector)
1312 // TODO: do we need the following? Seems irrelevant to moving the player
1314 set_size(31.8f, 63.8f);
1316 set_size(31.8f, 31.8f);
1318 backflipping = false;
1319 last_ground_y = vector.y;
1320 if (climbing) stop_climbing(*climbing);
1326 Player::check_bounds()
1328 /* Keep tux in sector bounds: */
1329 if (get_pos().x < 0) {
1330 // Lock Tux to the size of the level, so that he doesn't fall off
1332 set_pos(Vector(0, get_pos().y));
1335 if (get_bbox().get_right() > Sector::current()->get_width()) {
1336 // Lock Tux to the size of the level, so that he doesn't fall off
1338 set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
1341 /* fallen out of the level? */
1342 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1349 Player::add_velocity(const Vector& velocity)
1351 physic.set_velocity(physic.get_velocity() + velocity);
1355 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1357 if (end_speed.x > 0)
1358 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1359 if (end_speed.x < 0)
1360 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1361 if (end_speed.y > 0)
1362 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1363 if (end_speed.y < 0)
1364 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1368 Player::get_velocity()
1370 return physic.get_velocity();
1374 Player::bounce(BadGuy& )
1376 if(controller->hold(Controller::JUMP))
1377 physic.set_velocity_y(-520);
1379 physic.set_velocity_y(-300);
1382 //scripting Functions Below
1385 Player::deactivate()
1390 physic.set_velocity_x(0);
1391 physic.set_velocity_y(0);
1392 physic.set_acceleration_x(0);
1393 physic.set_acceleration_y(0);
1394 if (climbing) stop_climbing(*climbing);
1402 deactivated = false;
1405 void Player::walk(float speed)
1407 physic.set_velocity_x(speed);
1411 Player::set_ghost_mode(bool enable)
1413 if (ghost_mode == enable)
1416 if (climbing) stop_climbing(*climbing);
1420 set_group(COLGROUP_DISABLED);
1421 physic.enable_gravity(false);
1422 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1425 set_group(COLGROUP_MOVING);
1426 physic.enable_gravity(true);
1427 log_debug << "You feel solid again." << std::endl;
1432 Player::set_edit_mode(bool enable)
1438 Player::start_climbing(Climbable& climbable)
1440 if (climbing == &climbable) return;
1442 climbing = &climbable;
1443 physic.enable_gravity(false);
1444 physic.set_velocity(0, 0);
1445 physic.set_acceleration(0, 0);
1449 Player::stop_climbing(Climbable& /*climbable*/)
1451 if (!climbing) return;
1455 if (grabbed_object) {
1456 grabbed_object->ungrab(*this, dir);
1457 grabbed_object = NULL;
1460 physic.enable_gravity(true);
1461 physic.set_velocity(0, 0);
1462 physic.set_acceleration(0, 0);
1464 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1465 on_ground_flag = true;
1466 // TODO: This won't help. Why?
1472 Player::handle_input_climbing()
1475 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1481 if (controller->hold(Controller::LEFT)) {
1485 if (controller->hold(Controller::RIGHT)) {
1489 if (controller->hold(Controller::UP)) {
1492 if (controller->hold(Controller::DOWN)) {
1495 if (controller->hold(Controller::JUMP)) {
1497 stop_climbing(*climbing);
1503 if (controller->hold(Controller::ACTION)) {
1504 stop_climbing(*climbing);
1507 physic.set_velocity(vx, vy);
1508 physic.set_acceleration(0, 0);