#include "audio/sound_manager.hpp"
#include "badguy/badguy.hpp"
-#include "control/joystickkeyboardcontroller.hpp"
+#include "control/input_manager.hpp"
#include "math/random_generator.hpp"
#include "object/bullet.hpp"
#include "object/camera.hpp"
//#define SWIMMING
namespace {
-static const int TILES_FOR_BUTTJUMP = 3;
static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
static const float SHOOTING_TIME = .150f;
+static const float GLIDE_TIME_PER_FLOWER = 0.5f;
+static const float STONE_TIME_PER_FLOWER = 2.0f;
/** number of idle stages, including standing */
static const unsigned int IDLE_STAGE_COUNT = 5;
/** acceleration in horizontal direction when walking
* (all accelerations are in pixel/s^2) */
static const float WALK_ACCELERATION_X = 300;
-/** acceleration in horizontal direction when running */
+/** acceleration in horizontal direction when running */
static const float RUN_ACCELERATION_X = 400;
/** acceleration when skidding */
static const float SKID_XM = 200;
static const float MAX_WALK_XM = 230;
/** maximum run velocity (pixel/s) */
static const float MAX_RUN_XM = 320;
+/** bonus run velocity addition (pixel/s) */
+static const float BONUS_RUN_XM = 80;
/** maximum horizontal climb velocity */
static const float MAX_CLIMB_XM = 96;
/** maximum vertical climb velocity */
static const float MAX_CLIMB_YM = 128;
+/** maximum vertical glide velocity */
+static const float MAX_GLIDE_YM = 128;
/** instant velocity when tux starts to walk */
static const float WALK_SPEED = 100;
/** time of the kick (kicking mriceblock) animation */
static const float KICK_TIME = .3f;
-/** time of tux cheering (currently unused) */
-static const float CHEER_TIME = 1.0f;
/** if Tux cannot unduck for this long, he will get hurt */
static const float UNDUCK_HURT_TIME = 0.25f;
bool no_water = true;
}
-Player::Player(PlayerStatus* _player_status, const std::string& name) :
+Player::Player(PlayerStatus* _player_status, const std::string& name_) :
deactivated(),
controller(),
- scripting_controller(0),
- player_status(_player_status),
+ scripting_controller(),
+ player_status(_player_status),
duck(),
dead(),
dying(),
+ winning(),
backflipping(),
backflip_direction(),
peekingX(),
peekingY(),
+ ability_time(),
+ stone(),
swimming(),
speedlimit(),
scripting_controller_old(0),
jump_early_apex(),
on_ice(),
ice_this_frame(),
+ lightsprite(SpriteManager::current()->create("images/creatures/tux/light.sprite")),
+ powersprite(SpriteManager::current()->create("images/creatures/tux/powerups.sprite")),
dir(),
old_dir(),
last_ground_y(),
on_ground_flag(),
jumping(),
can_jump(),
- jump_button_timer(),
+ jump_button_timer(),
wants_buttjump(),
does_buttjump(),
invincible_timer(),
safe_timer(),
kick_timer(),
shooting_timer(),
+ ability_timer(),
+ cooldown_timer(),
dying_timer(),
growing(),
backflip_timer(),
physic(),
visible(),
- grabbed_object(NULL),
+ grabbed_object(NULL),
sprite(),
airarrow(),
floor_normal(),
- ghost_mode(false),
- edit_mode(false),
+ ghost_mode(false),
+ edit_mode(false),
unduck_hurt_timer(),
idle_timer(),
idle_stage(0),
climbing(0)
{
- this->name = name;
- controller = g_jk_controller->get_main_controller();
+ this->name = name_;
+ controller = InputManager::current()->get_controller();
scripting_controller.reset(new CodeController());
// if/when we have complete penny gfx, we can
// load those instead of Tux's sprite in the
// constructor
- sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
+ sprite = SpriteManager::current()->create("images/creatures/tux/tux.sprite");
airarrow = Surface::create("images/engine/hud/airarrow.png");
idle_timer.start(IDLE_TIME[0]/1000.0f);
- sound_manager->preload("sounds/bigjump.wav");
- sound_manager->preload("sounds/jump.wav");
- sound_manager->preload("sounds/hurt.wav");
- sound_manager->preload("sounds/kill.wav");
- sound_manager->preload("sounds/skid.wav");
- sound_manager->preload("sounds/flip.wav");
- sound_manager->preload("sounds/invincible_start.ogg");
- sound_manager->preload("sounds/splash.ogg");
+ SoundManager::current()->preload("sounds/bigjump.wav");
+ SoundManager::current()->preload("sounds/jump.wav");
+ SoundManager::current()->preload("sounds/hurt.wav");
+ SoundManager::current()->preload("sounds/kill.wav");
+ SoundManager::current()->preload("sounds/skid.wav");
+ SoundManager::current()->preload("sounds/flip.wav");
+ SoundManager::current()->preload("sounds/invincible_start.ogg");
+ SoundManager::current()->preload("sounds/splash.wav");
init();
}
deactivated = false;
backflipping = false;
backflip_direction = 0;
+ sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
visible = true;
+ ability_time = 0;
+ stone = false;
swimming = false;
on_ice = false;
ice_this_frame = false;
speedlimit = 0; //no special limit
+ lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
on_ground_flag = false;
grabbed_object = NULL;
}
void
-Player::set_controller(Controller* controller)
+Player::set_controller(Controller* controller_)
{
- this->controller = controller;
+ this->controller = controller_;
}
void
}
}
-void
+void
Player::use_scripting_controller(bool use_or_release)
{
if ((use_or_release == true) && (controller != scripting_controller.get())) {
}
}
-void
+void
Player::do_scripting_controller(std::string control, bool pressed)
{
for(int i = 0; Controller::controlNames[i] != 0; ++i) {
if (climbing) stop_climbing(*climbing);
backflipping = false;
backflip_direction = 0;
+ sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
GameSession::current()->start_sequence(sequence_name);
}
no_water = true;
if(dying && dying_timer.check()) {
+ set_bonus(NO_BONUS, true);
dead = true;
return;
}
if(!dying && !deactivated)
handle_input();
+ /*
// handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
if (deactivated)
- apply_friction();
+ apply_friction();
+ */
// extend/shrink tux collision rectangle so that we fall through/walk over 1
// tile holes
}
// on downward slopes, adjust vertical velocity so tux walks smoothly down
- if (on_ground()) {
+ if (on_ground() && !dying) {
if(floor_normal.y != 0) {
if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
physic.set_velocity_y(250);
}
// handle backflipping
- if (backflipping) {
+ if (backflipping && !dying) {
//prevent player from changing direction when backflipping
dir = (backflip_direction == 1) ? LEFT : RIGHT;
if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
+ //rotate sprite during flip
+ sprite->set_angle(sprite->get_angle() + (dir==LEFT?1:-1) * elapsed_time * (360.0f / 0.5f));
+ if (player_status->bonus == EARTH_BONUS || player_status->bonus == AIR_BONUS) {
+ powersprite->set_angle(sprite->get_angle());
+ if (player_status->bonus == EARTH_BONUS)
+ lightsprite->set_angle(sprite->get_angle());
+ }
}
// set fall mode...
// check if we landed
if(on_ground()) {
jumping = false;
- if (backflipping && (!backflip_timer.started())) {
+ if (backflipping && (backflip_timer.get_timegone() > 0.15f)) {
backflipping = false;
backflip_direction = 0;
+ physic.set_velocity_x(0);
+ if (!stone) {
+ sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
+ }
// if controls are currently deactivated, we take care of standing up ourselves
if (deactivated)
do_standup();
}
+ if (player_status->bonus == AIR_BONUS)
+ ability_time = player_status->max_air_time * GLIDE_TIME_PER_FLOWER;
}
// calculate movement for this frame
Vector ppos = Vector(px, py);
Vector pspeed = Vector(0, 0);
Vector paccel = Vector(0, 0);
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
- // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
- (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
- // make every other a longer sparkle to make trail a bit fuzzy
- (size_t(game_time*20)%2) ? "small" : "medium"
- :
- "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+ Sector::current()->add_object(std::make_shared<SpriteParticle>(
+ "images/objects/particles/sparkle.sprite",
+ // draw bright sparkle when there is lots of time left,
+ // dark sparkle when invincibility is about to end
+ (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
+ // make every other a longer sparkle to make trail a bit fuzzy
+ (size_t(game_time*20)%2) ? "small" : "medium"
+ :
+ "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
}
}
ax = dirsign * RUN_ACCELERATION_X;
}
// limit speed
- if(vx >= MAX_RUN_XM && dirsign > 0) {
- vx = MAX_RUN_XM;
+ if(vx >= MAX_RUN_XM + BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0) && dirsign > 0) {
+ vx = MAX_RUN_XM + BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0);
ax = 0;
- } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
- vx = -MAX_RUN_XM;
+ } else if(vx <= -MAX_RUN_XM - BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0) && dirsign < 0) {
+ vx = -MAX_RUN_XM - BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0);
ax = 0;
}
}
// let's skid!
if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
skidding_timer.start(SKID_TIME);
- sound_manager->play("sounds/skid.wav");
+ SoundManager::current()->play("sounds/skid.wav");
// dust some particles
Sector::current()->add_object(
- new Particles(
- Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
- dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
- Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
- LAYER_OBJECTS+1));
+ std::make_shared<Particles>(
+ Vector(dir == LEFT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
+ dir == LEFT ? 50 : -70, dir == LEFT ? 70 : -50, 260, 280,
+ Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1));
ax *= 2.5;
} else {
return;
if (backflipping)
return;
+ if (stone)
+ return;
if (adjust_height(BIG_TUX_HEIGHT)) {
duck = false;
backflip_direction = (dir == LEFT)?(+1):(-1);
backflipping = true;
- do_jump(-580);
- sound_manager->play("sounds/flip.wav");
- backflip_timer.start(0.15f);
+ do_jump((player_status->bonus == AIR_BONUS) ? -720 : -580);
+ SoundManager::current()->play("sounds/flip.wav");
+ backflip_timer.start(TUX_BACKFLIP_TIME);
}
void
// play sound
if (is_big()) {
- sound_manager->play("sounds/bigjump.wav");
+ SoundManager::current()->play("sounds/bigjump.wav");
} else {
- sound_manager->play("sounds/jump.wav");
+ SoundManager::current()->play("sounds/jump.wav");
}
}
void
-Player::early_jump_apex()
+Player::early_jump_apex()
{
if (!jump_early_apex)
{
jump_button_timer.stop();
if (duck) {
// when running, only jump a little bit; else do a backflip
- if ((physic.get_velocity_x() != 0) ||
- (controller->hold(Controller::LEFT)) ||
- (controller->hold(Controller::RIGHT)))
+ if ((physic.get_velocity_x() != 0) ||
+ (controller->hold(Controller::LEFT)) ||
+ (controller->hold(Controller::RIGHT)))
{
do_jump(-300);
}
- else
+ else
{
do_backflip();
}
} else {
+ // airflower allows for higher jumps-
// jump a bit higher if we are running; else do a normal jump
- if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
+ if(player_status->bonus == AIR_BONUS)
+ do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -620 : -580);
+ else
+ do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -580 : -520);
}
- }
+ // airflower glide only when holding jump key
+ } else if (controller->hold(Controller::JUMP) && player_status->bonus == AIR_BONUS && physic.get_velocity_y() > MAX_GLIDE_YM) {
+ if (ability_time > 0 && !ability_timer.started())
+ ability_timer.start(ability_time);
+ else if (ability_timer.started()) {
+ // glide stops after some duration or if buttjump is initiated
+ if ((ability_timer.get_timeleft() <= 0.05f) || controller->hold(Controller::DOWN)) {
+ ability_time = 0;
+ ability_timer.stop();
+ } else {
+ physic.set_velocity_y(MAX_GLIDE_YM);
+ physic.set_acceleration_y(0);
+ }
+ }
+ }
+
+
// Let go of jump key
else if(!controller->hold(Controller::JUMP)) {
if (!backflipping && jumping && physic.get_velocity_y() < 0) {
jumping = false;
early_jump_apex();
}
+ if (player_status->bonus == AIR_BONUS && ability_timer.started()){
+ ability_time = ability_timer.get_timeleft();
+ ability_timer.stop();
+ }
}
if(jump_early_apex && physic.get_velocity_y() >= 0) {
}
/* Handle horizontal movement: */
- if (!backflipping) handle_horizontal_input();
+ if (!backflipping && !stone) handle_horizontal_input();
/* Jump/jumping? */
if (on_ground())
can_jump = true;
/* Handle vertical movement: */
- handle_vertical_input();
+ if (!stone) handle_vertical_input();
/* Shoot! */
if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
- if(Sector::current()->add_bullet(
- get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
- : Vector(32, bbox.get_height()/2)),
- player_status,
- physic.get_velocity_x(), dir))
+ if((player_status->bonus == FIRE_BONUS &&
+ Sector::current()->get_active_bullets() < player_status->max_fire_bullets) ||
+ (player_status->bonus == ICE_BONUS &&
+ Sector::current()->get_active_bullets() < player_status->max_ice_bullets))
+ {
+ Vector pos = get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) : Vector(32, bbox.get_height()/2));
+ auto new_bullet = std::make_shared<Bullet>(pos, physic.get_velocity_x(), dir, player_status->bonus);
+ Sector::current()->add_object(new_bullet);
+
+ SoundManager::current()->play("sounds/shoot.wav");
shooting_timer.start(SHOOTING_TIME);
+ }
+ }
+
+ /* Turn to Stone */
+ if (controller->pressed(Controller::DOWN) && player_status->bonus == EARTH_BONUS && !cooldown_timer.started()) {
+ if (controller->hold(Controller::ACTION) && !ability_timer.started()) {
+ ability_timer.start(player_status->max_earth_time * STONE_TIME_PER_FLOWER);
+ powersprite->stop_animation();
+ stone = true;
+ physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
+ }
+ }
+
+ if (stone)
+ apply_friction();
+
+ /* Revert from Stone */
+ if (stone && (!controller->hold(Controller::ACTION) || ability_timer.get_timeleft() <= 0.5f)) {
+ cooldown_timer.start(ability_timer.get_timegone()/2.0f); //The longer stone form is used, the longer until it can be used again
+ ability_timer.stop();
+ sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
+ stone = false;
+ for (int i = 0; i < 8; i++)
+ {
+ Vector ppos = Vector(get_bbox().get_left() + 8 + 16*((int)i/4), get_bbox().get_top() + 16*(i%4));
+ float grey = graphicsRandom.randf(.4f, .8f);
+ Color pcolor = Color(grey, grey, grey);
+ Sector::current()->add_object(std::make_shared<Particles>(ppos, -60, 240, 42, 81, Vector(0, 500),
+ 8, pcolor, 4 + graphicsRandom.randf(-0.4, 0.4),
+ 0.8 + graphicsRandom.randf(0, 0.4), LAYER_OBJECTS+2));
+ }
}
/* Duck or Standup! */
- if (controller->hold(Controller::DOWN)) {
+ if (controller->hold(Controller::DOWN) && !stone) {
do_duck();
} else {
do_standup();
if(moving_object) {
// move the grabbed object a bit away from tux
Rectf grabbed_bbox = moving_object->get_bbox();
- Rectf dest;
- dest.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
- dest.p1.y = dest.p2.y - grabbed_bbox.get_height();
+ Rectf dest_;
+ dest_.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
+ dest_.p1.y = dest_.p2.y - grabbed_bbox.get_height();
if(dir == LEFT) {
- dest.p2.x = bbox.get_left() - 1;
- dest.p1.x = dest.p2.x - grabbed_bbox.get_width();
+ dest_.p2.x = bbox.get_left() - 1;
+ dest_.p1.x = dest_.p2.x - grabbed_bbox.get_width();
} else {
- dest.p1.x = bbox.get_right() + 1;
- dest.p2.x = dest.p1.x + grabbed_bbox.get_width();
+ dest_.p1.x = bbox.get_right() + 1;
+ dest_.p2.x = dest_.p1.x + grabbed_bbox.get_width();
}
- if(Sector::current()->is_free_of_tiles(dest, true)) {
- moving_object->set_pos(dest.p1);
+ if(Sector::current()->is_free_of_tiles(dest_, true)) {
+ moving_object->set_pos(dest_.p1);
if(controller->hold(Controller::UP)) {
grabbed_object->ungrab(*this, UP);
} else {
}
/* stop backflipping at will */
- if( backflipping && ( !controller->hold(Controller::JUMP) ) ){
+ if( backflipping && ( !controller->hold(Controller::JUMP) && !backflip_timer.started()) ){
backflipping = false;
backflip_direction = 0;
+ sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
}
}
// make sure the Portable is a MovingObject
MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
assert(moving_object);
- if(moving_object == NULL)
- continue;
// make sure the Portable isn't currently non-solid
if(moving_object->get_group() == COLGROUP_DISABLED) continue;
type = FIRE_BONUS;
} else if(bonustype == "iceflower") {
type = ICE_BONUS;
+ } else if(bonustype == "airflower") {
+ type = AIR_BONUS;
+ } else if(bonustype == "earthflower") {
+ type = EARTH_BONUS;
} else if(bonustype == "none") {
type = NO_BONUS;
} else {
// ignore GROWUP_BONUS if we're already big
if (type == GROWUP_BONUS) {
- if (player_status->bonus == GROWUP_BONUS)
- return true;
- if (player_status->bonus == FIRE_BONUS)
- return true;
- if (player_status->bonus == ICE_BONUS)
+ if (player_status->bonus != NO_BONUS)
return true;
}
Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
Vector paccel = Vector(0, 1000);
std::string action = (dir==LEFT)?"left":"right";
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
+ Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
if (climbing) stop_climbing(*climbing);
}
if ((player_status->bonus == ICE_BONUS) && (animate)) {
Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
Vector paccel = Vector(0, 1000);
std::string action = (dir==LEFT)?"left":"right";
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
+ Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
+ if (climbing) stop_climbing(*climbing);
+ }
+ if ((player_status->bonus == AIR_BONUS) && (animate)) {
+ // visually lose hat
+ Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
+ Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
+ Vector paccel = Vector(0, 1000);
+ std::string action = (dir==LEFT)?"left":"right";
+ Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/airtux-hat.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
+ if (climbing) stop_climbing(*climbing);
+ }
+ if ((player_status->bonus == EARTH_BONUS) && (animate)) {
+ // visually lose hard-hat
+ Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
+ Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
+ Vector paccel = Vector(0, 1000);
+ std::string action = (dir==LEFT)?"left":"right";
+ Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/earthtux-hardhat.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
if (climbing) stop_climbing(*climbing);
}
player_status->max_fire_bullets = 0;
player_status->max_ice_bullets = 0;
+ player_status->max_air_time = 0;
+ player_status->max_earth_time = 0;
}
if (type == FIRE_BONUS) player_status->max_fire_bullets++;
if (type == ICE_BONUS) player_status->max_ice_bullets++;
+ if (type == AIR_BONUS) player_status->max_air_time++;
+ if (type == EARTH_BONUS) player_status->max_earth_time++;
player_status->bonus = type;
return true;
}
void
-Player::set_visible(bool visible)
+Player::set_visible(bool visible_)
{
- this->visible = visible;
- if( visible )
+ this->visible = visible_;
+ if( visible_ )
set_group(COLGROUP_MOVING);
else
set_group(COLGROUP_DISABLED);
sa_prefix = "fire";
else if (player_status->bonus == ICE_BONUS)
sa_prefix = "ice";
+ else if (player_status->bonus == AIR_BONUS)
+ sa_prefix = "air";
+ else if (player_status->bonus == EARTH_BONUS)
+ sa_prefix = "earth";
else
sa_prefix = "small";
// do_duck() will take care of cancelling growing manually
// update() will take care of cancelling when growing completed
}
+ else if (stone) {
+ sprite->set_action(sprite->get_action()+"-stone");
+ }
else if (climbing) {
sprite->set_action(sa_prefix+"-climbing"+sa_postfix);
}
else if ((wants_buttjump || does_buttjump) && is_big()) {
sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
}
- else if (!on_ground()) {
- sprite->set_action(sa_prefix+"-jump"+sa_postfix);
+ else if (!on_ground() || fall_mode != ON_GROUND) {
+ if(physic.get_velocity_x() != 0 || fall_mode != ON_GROUND) {
+ sprite->set_action(sa_prefix+"-jump"+sa_postfix);
+ }
}
else {
if (fabsf(physic.get_velocity_x()) < 1.0f) {
}
}
+ /* Set Tux powerup sprite action */
+ if (player_status->bonus == EARTH_BONUS) {
+ powersprite->set_action(sprite->get_action());
+ lightsprite->set_action(sprite->get_action());
+ } else if (player_status->bonus == AIR_BONUS)
+ powersprite->set_action(sprite->get_action());
+
/*
// Tux is holding something
if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
/* Draw Tux */
if (safe_timer.started() && size_t(game_time*40)%2)
; // don't draw Tux
+ else if (player_status->bonus == EARTH_BONUS){ // draw special effects with earthflower bonus
+ // shake at end of maximum stone duration
+ Vector shake_delta = (stone && ability_timer.get_timeleft() < 1.0f) ? Vector(graphicsRandom.rand(-3,3), 0) : Vector(0,0);
+ sprite->draw(context, get_pos() + shake_delta, LAYER_OBJECTS + 1);
+ // draw hardhat
+ powersprite->draw(context, get_pos() + shake_delta, LAYER_OBJECTS + 1);
+ // light
+ context.push_target();
+ context.set_target(DrawingContext::LIGHTMAP);
+ lightsprite->draw(context, get_pos(), 0);
+ context.pop_target();
+ // give an indicator that stone form cannot be used for a while
+ if (cooldown_timer.started() && graphicsRandom.rand(0, 4) == 0) {
+ float px = graphicsRandom.randf(bbox.p1.x, bbox.p2.x);
+ float py = bbox.p2.y+8;
+ Vector ppos = Vector(px, py);
+ Sector::current()->add_object(std::make_shared<SpriteParticle>(
+ "images/objects/particles/sparkle.sprite", "dark",
+ ppos, ANCHOR_MIDDLE, Vector(0, 0), Vector(0, 0), LAYER_OBJECTS+1+5));
+ }
+ }
else {
- sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
+ if(dying)
+ sprite->draw(context, get_pos(), Sector::current()->get_foremost_layer() + 1);
+ else
+ sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
+
+ if (player_status->bonus == AIR_BONUS)
+ powersprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
}
}
if( tile_attributes & Tile::WATER ){
swimming = true;
no_water = false;
- sound_manager->play( "sounds/splash.ogg" );
+ SoundManager::current()->play( "sounds/splash.wav" );
}
}
#endif
on_ground_flag = true;
floor_normal = hit.slope_normal;
- // Butt Jump landed
+ // Butt Jump landed
if (does_buttjump) {
does_buttjump = false;
physic.set_velocity_y(-300);
on_ground_flag = false;
- Sector::current()->add_object(new Particles(
+ Sector::current()->add_object(std::make_shared<Particles>(
Vector(get_bbox().p2.x, get_bbox().p2.y),
- 270+20, 270+40,
- Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
- LAYER_OBJECTS+1));
- Sector::current()->add_object(new Particles(
+ 50, 70, 260, 280, Vector(0, 300), 3,
+ Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1));
+ Sector::current()->add_object(std::make_shared<Particles>(
Vector(get_bbox().p1.x, get_bbox().p2.y),
- 90-40, 90-20,
- Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
- LAYER_OBJECTS+1));
+ -70, -50, 260, 280, Vector(0, 300), 3,
+ Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1));
Sector::current()->camera->shake(.1f, 0, 5);
}
if(badguy != NULL) {
if(safe_timer.started() || invincible_timer.started())
return FORCE_MOVE;
+ if(stone)
+ return ABORT_MOVE;
return CONTINUE;
}
void
Player::make_invincible()
{
- sound_manager->play("sounds/invincible_start.ogg");
+ SoundManager::current()->play("sounds/invincible_start.ogg");
invincible_timer.start(TUX_INVINCIBLE_TIME);
Sector::current()->play_music(HERRING_MUSIC);
}
if(dying || deactivated || is_winning() )
return;
- if(!completely && (safe_timer.started() || invincible_timer.started()))
+ if(!completely && (safe_timer.started() || invincible_timer.started() || stone))
return;
growing = false;
physic.set_velocity_x(0);
+ sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
+
if(!completely && is_big()) {
- sound_manager->play("sounds/hurt.wav");
+ SoundManager::current()->play("sounds/hurt.wav");
if(player_status->bonus == FIRE_BONUS
- || player_status->bonus == ICE_BONUS) {
+ || player_status->bonus == ICE_BONUS
+ || player_status->bonus == AIR_BONUS
+ || player_status->bonus == EARTH_BONUS) {
safe_timer.start(TUX_SAFE_TIME);
set_bonus(GROWUP_BONUS, true);
} else if(player_status->bonus == GROWUP_BONUS) {
adjust_height(SMALL_TUX_HEIGHT);
duck = false;
backflipping = false;
+ sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
set_bonus(NO_BONUS, true);
} else if(player_status->bonus == NO_BONUS) {
safe_timer.start(TUX_SAFE_TIME);
duck = false;
}
} else {
- sound_manager->play("sounds/kill.wav");
+ SoundManager::current()->play("sounds/kill.wav");
// do not die when in edit mode
if (edit_mode) {
for (int i = 0; i < 5; i++)
{
// the numbers: starting x, starting y, velocity y
- Sector::current()->add_object(new FallingCoin(get_pos() +
+ Sector::current()->add_object(std::make_shared<FallingCoin>(get_pos() +
Vector(graphicsRandom.rand(5), graphicsRandom.rand(-32,18)),
graphicsRandom.rand(-100,100)));
}
// TODO: need nice way to handle players dying in co-op mode
Sector::current()->effect->fade_out(3.0);
- sound_manager->stop_music(3.0);
+ SoundManager::current()->pause_music(3.0);
}
}
set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
duck = false;
backflipping = false;
+ sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
last_ground_y = vector.y;
if (climbing) stop_climbing(*climbing);
physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
}
-Vector
+Vector
Player::get_velocity()
{
return physic.get_velocity();
void
Player::bounce(BadGuy& )
{
- if(controller->hold(Controller::JUMP))
- physic.set_velocity_y(-520);
- else
- physic.set_velocity_y(-300);
+ if(!(player_status->bonus == AIR_BONUS))
+ physic.set_velocity_y(controller->hold(Controller::JUMP) ? -520 : -300);
+ else {
+ physic.set_velocity_y(controller->hold(Controller::JUMP) ? -580 : -340);
+ ability_time = player_status->max_air_time * GLIDE_TIME_PER_FLOWER;
+ }
}
//scripting Functions Below
physic.set_velocity_x(speed);
}
+void Player::set_dir(bool right)
+{
+ dir = right ? RIGHT : LEFT;
+}
+
void
Player::set_ghost_mode(bool enable)
{
edit_mode = enable;
}
-void
+void
Player::start_climbing(Climbable& climbable)
{
if (climbing || !&climbable) return;
if (backflipping) {
backflipping = false;
backflip_direction = 0;
+ sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
}
}
-void
+void
Player::stop_climbing(Climbable& /*climbable*/)
{
if (!climbing) return;
climbing = 0;
- if (grabbed_object) {
+ if (grabbed_object) {
grabbed_object->ungrab(*this, dir);
grabbed_object = NULL;
}
if (can_jump) {
stop_climbing(*climbing);
return;
- }
+ }
} else {
can_jump = true;
}