/** maximum run velocity (pixel/s) */
static const float MAX_RUN_XM = 320;
/** maximum horizontal climb velocity */
-static const float MAX_CLIMB_XM = 48;
+static const float MAX_CLIMB_XM = 96;
/** maximum vertical climb velocity */
static const float MAX_CLIMB_YM = 128;
/** instant velocity when tux starts to walk */
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) */
+/* Tux's collision rectangle */
+static const float TUX_WIDTH = 31.8f;
+static const float RUNNING_TUX_WIDTH = 34;
+static const float SMALL_TUX_HEIGHT = 30.8f;
+static const float BIG_TUX_HEIGHT = 62.8f;
+static const float DUCKED_TUX_HEIGHT = 31.8f;
+
bool no_water = true;
}
climbing(0)
{
this->name = name;
- controller = g_main_controller;
+ controller = g_jk_controller->get_main_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");
- airarrow.reset(new Surface("images/engine/hud/airarrow.png"));
+ 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");
Player::init()
{
if(is_big())
- set_size(31.8f, 62.8f);
+ set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
else
- set_size(31.8f, 30.8f);
+ set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
dir = RIGHT;
old_dir = dir;
dead = false;
dying = false;
+ winning = false;
peekingX = AUTO;
peekingY = AUTO;
last_ground_y = 0;
deactivated = false;
backflipping = false;
backflip_direction = 0;
+ sprite->set_angle(0.0f);
visible = true;
swimming = false;
on_ice = false;
if (name.empty())
return;
- Scripting::expose_object(vm, table_idx, dynamic_cast<Scripting::Player *>(this), name, false);
+ scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
}
void
if (name.empty())
return;
- Scripting::unexpose_object(vm, table_idx, name);
+ scripting::unexpose_object(vm, table_idx, name);
}
float
this->controller = controller;
}
+void
+Player::set_winning()
+{
+ if( ! is_winning() ){
+ winning = true;
+ invincible_timer.start(10000.0f);
+ }
+}
+
void
Player::use_scripting_controller(bool use_or_release)
{
bool
Player::adjust_height(float new_height)
{
- Rect bbox2 = bbox;
+ Rectf bbox2 = bbox;
bbox2.move(Vector(0, bbox.get_height() - new_height));
bbox2.set_height(new_height);
+
if(new_height > bbox.get_height()) {
- Rect additional_space = bbox2;
+ Rectf additional_space = bbox2;
additional_space.set_height(new_height - bbox.get_height());
if(!Sector::current()->is_free_of_statics(additional_space, this, true))
return false;
Player::trigger_sequence(std::string sequence_name)
{
if (climbing) stop_climbing(*climbing);
+ backflipping = false;
+ backflip_direction = 0;
+ sprite->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;
}
// extend/shrink tux collision rectangle so that we fall through/walk over 1
// tile holes
if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
- set_width(34);
+ set_width(RUNNING_TUX_WIDTH);
} else {
- set_width(31.8f);
+ set_width(TUX_WIDTH);
}
// 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));
}
// 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;
+ sprite->set_angle(0.0f);
// if controls are currently deactivated, we take care of standing up ourselves
if (deactivated)
movement = physic.get_movement(elapsed_time);
if(grabbed_object != NULL && !dying) {
- Vector pos = get_pos() +
- Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32);
- grabbed_object->grab(*this, pos, dir);
+ position_grabbed_object();
}
if(grabbed_object != NULL && dying){
ice_this_frame = false;
// when invincible, spawn particles
- if (invincible_timer.started() && !dying)
+ if (invincible_timer.started())
{
- if (systemRandom.rand(0, 2) == 0) {
- float px = systemRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
- float py = systemRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
+ if (graphicsRandom.rand(0, 2) == 0) {
+ float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
+ float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
Vector ppos = Vector(px, py);
Vector pspeed = Vector(0, 0);
Vector paccel = Vector(0, 0);
if (sprite->animation_done()) growing = false;
}
+ // when climbing animate only while moving
+ if(climbing){
+ if((physic.get_velocity_x()==0)&&(physic.get_velocity_y()==0))
+ sprite->stop_animation();
+ else
+ sprite->set_animation_loops(-1);
+ }
+
}
bool
}
}
- // do not run if action key is pressed or we're holding something
- // so tux can only walk while shooting
- if ( controller->hold(Controller::ACTION) || grabbed_object ) {
+ // do not run if we're holding something which slows us down
+ if ( grabbed_object && grabbed_object->is_hampering() ) {
ax = dirsign * WALK_ACCELERATION_X;
// limit speed
if(vx >= MAX_WALK_XM && dirsign > 0) {
if (does_buttjump)
return;
- if (adjust_height(31.8f)) {
+ if (adjust_height(DUCKED_TUX_HEIGHT)) {
duck = true;
growing = false;
unduck_hurt_timer.stop();
if (backflipping)
return;
- if (adjust_height(63.8f)) {
+ if (adjust_height(BIG_TUX_HEIGHT)) {
duck = false;
unduck_hurt_timer.stop();
} else {
backflipping = true;
do_jump(-580);
sound_manager->play("sounds/flip.wav");
- backflip_timer.start(0.15f);
+ backflip_timer.start(TUX_BACKFLIP_TIME);
}
void
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))
shooting_timer.start(SHOOTING_TIME);
}
try_grab();
if(!controller->hold(Controller::ACTION) && grabbed_object) {
- // move the grabbed object a bit away from tux
- Vector pos = get_pos() +
- Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
- bbox.get_height()*0.66666 - 32);
- Rect dest(pos, pos + Vector(32, 32));
- if(Sector::current()->is_free_of_movingstatics(dest)) {
- MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
- if(moving_object) {
- moving_object->set_pos(pos);
+ MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
+ 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();
+ if(dir == LEFT) {
+ dest.p2.x = bbox.get_left() - 1;
+ dest.p1.x = dest.p2.x - grabbed_bbox.get_width();
} else {
- log_debug << "Non MovingObject grabbed?!?" << std::endl;
+ dest.p1.x = bbox.get_right() + 1;
+ dest.p2.x = dest.p1.x + grabbed_bbox.get_width();
}
- if(controller->hold(Controller::UP)) {
- grabbed_object->ungrab(*this, UP);
- } else {
- grabbed_object->ungrab(*this, dir);
+ 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 {
+ grabbed_object->ungrab(*this, dir);
+ }
+ grabbed_object = NULL;
}
- grabbed_object = NULL;
+ } else {
+ log_debug << "Non MovingObject grabbed?!?" << std::endl;
}
}
+
+ /* stop backflipping at will */
+ if( backflipping && ( !controller->hold(Controller::JUMP) && !backflip_timer.started()) ){
+ backflipping = false;
+ backflip_direction = 0;
+ sprite->set_angle(0.0f);
+ }
+}
+
+void
+Player::position_grabbed_object()
+{
+ MovingObject* moving_object = dynamic_cast<MovingObject*>(grabbed_object);
+ assert(moving_object);
+
+ // Position where we will hold the lower-inner corner
+ Vector pos(get_bbox().get_left() + get_bbox().get_width()/2,
+ get_bbox().get_top() + get_bbox().get_height()*0.66666);
+
+ // Adjust to find the grabbed object's upper-left corner
+ if (dir == LEFT)
+ pos.x -= moving_object->get_bbox().get_width();
+ pos.y -= moving_object->get_bbox().get_height();
+
+ grabbed_object->grab(*this, pos, dir);
}
void
if(moving_object->get_bbox().contains(pos)) {
if (climbing) stop_climbing(*climbing);
grabbed_object = portable;
- grabbed_object->grab(*this, get_pos(), dir);
+ position_grabbed_object();
break;
}
}
bool
Player::set_bonus(BonusType type, bool animate)
{
- if(player_status->bonus == NO_BONUS) {
- if (!adjust_height(62.8f)) {
- printf("can't adjust\n");
+ if((player_status->bonus == NO_BONUS) && (type != NO_BONUS)) {
+ if (!adjust_height(BIG_TUX_HEIGHT)) {
+ log_debug << "Can't adjust Tux height" << std::endl;
return false;
}
if(animate) {
float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
float py = Sector::current()->camera->get_translation().y;
py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
- context.draw_surface(airarrow.get(), Vector(px, py), LAYER_HUD - 1);
+ context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1);
}
std::string sa_prefix = "";
// update() will take care of cancelling when growing completed
}
else if (climbing) {
- sprite->set_action(sa_prefix+"-skid"+sa_postfix);
+ sprite->set_action(sa_prefix+"-climbing"+sa_postfix);
}
else if (backflipping) {
sprite->set_action(sa_prefix+"-backflip"+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) {
90-40, 90-20,
Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
LAYER_OBJECTS+1));
+ Sector::current()->camera->shake(.1f, 0, 5);
}
} else if(hit.top) {
return FORCE_MOVE;
}
+ Player* player = dynamic_cast<Player*> (&other);
+ if(player) {
+ return ABORT_MOVE;
+ }
+
if(hit.left || hit.right) {
try_grab(); //grab objects right now, in update it will be too late
}
-#ifdef DEBUG
assert(dynamic_cast<MovingObject*> (&other) != NULL);
-#endif
MovingObject* moving_object = static_cast<MovingObject*> (&other);
if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
void
Player::kill(bool completely)
{
- if(dying || deactivated)
+ if(dying || deactivated || is_winning() )
return;
if(!completely && (safe_timer.started() || invincible_timer.started()))
growing = false;
- sound_manager->play("sounds/hurt.wav");
-
if (climbing) stop_climbing(*climbing);
physic.set_velocity_x(0);
if(!completely && is_big()) {
+ sound_manager->play("sounds/hurt.wav");
+
if(player_status->bonus == FIRE_BONUS
|| player_status->bonus == ICE_BONUS) {
safe_timer.start(TUX_SAFE_TIME);
set_bonus(GROWUP_BONUS, true);
} else if(player_status->bonus == GROWUP_BONUS) {
safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
- adjust_height(30.8f);
+ adjust_height(SMALL_TUX_HEIGHT);
duck = false;
backflipping = false;
+ sprite->set_angle(0.0f);
set_bonus(NO_BONUS, true);
} else if(player_status->bonus == NO_BONUS) {
safe_timer.start(TUX_SAFE_TIME);
- adjust_height(30.8f);
+ adjust_height(SMALL_TUX_HEIGHT);
duck = false;
}
} else {
+ sound_manager->play("sounds/kill.wav");
// do not die when in edit mode
if (edit_mode) {
{
// the numbers: starting x, starting y, velocity y
Sector::current()->add_object(new FallingCoin(get_pos() +
- Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
- systemRandom.rand(-100,100)));
+ Vector(graphicsRandom.rand(5), graphicsRandom.rand(-32,18)),
+ graphicsRandom.rand(-100,100)));
}
player_status->coins -= std::max(player_status->coins/10, 25);
}
GameSession::current()->set_reset_point("", Vector());
}
physic.enable_gravity(true);
+ physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
+ safe_timer.stop();
+ invincible_timer.stop();
physic.set_acceleration(0, 0);
physic.set_velocity(0, -700);
set_bonus(NO_BONUS, true);
dying_timer.start(3.0);
set_group(COLGROUP_DISABLED);
+ // 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);
}
{
set_pos(vector);
- // TODO: do we need the following? Seems irrelevant to moving the player
+ // Reset size to get correct hitbox if Tux was eg. ducked before moving
if(is_big())
- set_size(31.8f, 63.8f);
+ set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
else
- set_size(31.8f, 31.8f);
+ set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
duck = false;
+ backflipping = false;
+ sprite->set_angle(0.0f);
last_ground_y = vector.y;
if (climbing) stop_climbing(*climbing);
}
void
-Player::check_bounds(Camera* camera)
+Player::check_bounds()
{
/* Keep tux in sector bounds: */
if (get_pos().x < 0) {
kill(true);
return;
}
-
- // can happen if back scrolling is disabled
- if(get_pos().x < camera->get_translation().x) {
- set_pos(Vector(camera->get_translation().x, get_pos().y));
- }
- if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
- {
- set_pos(Vector(
- camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
- get_pos().y));
- }
}
void
physic.set_velocity_y(-300);
}
-//Scripting Functions Below
+//scripting Functions Below
void
Player::deactivate()
void
Player::start_climbing(Climbable& climbable)
{
- if (climbing == &climbable) return;
+ if (climbing || !&climbable) return;
climbing = &climbable;
physic.enable_gravity(false);
physic.set_velocity(0, 0);
physic.set_acceleration(0, 0);
+ if (backflipping) {
+ backflipping = false;
+ backflip_direction = 0;
+ sprite->set_angle(0.0f);
+ }
}
void