#include <iostream>
#include <cassert>
-#include "app/globals.h"
-#include "app/gettext.h"
-#include "special/sprite_manager.h"
-#include "player.h"
-#include "tile.h"
-#include "player_status.h"
-#include "special/sprite.h"
-#include "sector.h"
-#include "resources.h"
-#include "video/screen.h"
-#include "statistics.h"
-#include "gameloop.h"
-#include "object/tilemap.h"
-#include "object/camera.h"
-#include "object/gameobjs.h"
-#include "object/portable.h"
-#include "trigger/trigger_base.h"
+#include "gettext.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "audio/sound_manager.hpp"
+#include "player.hpp"
+#include "tile.hpp"
+#include "sprite/sprite.hpp"
+#include "sector.hpp"
+#include "resources.hpp"
+#include "video/screen.hpp"
+#include "statistics.hpp"
+#include "game_session.hpp"
+#include "object/tilemap.hpp"
+#include "object/camera.hpp"
+#include "object/particles.hpp"
+#include "object/portable.hpp"
+#include "object/bullet.hpp"
+#include "trigger/trigger_base.hpp"
+#include "control/joystickkeyboardcontroller.hpp"
+#include "scripting/wrapper_util.hpp"
+#include "main.hpp"
+#include "platform.hpp"
+#include "badguy/badguy.hpp"
+#include "player_status.hpp"
+#include "msg.hpp"
static const int TILES_FOR_BUTTJUMP = 3;
static const float SHOOTING_TIME = .150;
static const float MAX_RUN_XM = 320;
static const float WALK_SPEED = 100;
+static const float KICK_TIME = .3;
+
// growing animation
Surface* growingtux_left[GROWING_FRAMES];
Surface* growingtux_right[GROWING_FRAMES];
TuxBodyParts* fire_tux = 0;
TuxBodyParts* ice_tux = 0;
-PlayerKeymap keymap;
-
-PlayerKeymap::PlayerKeymap()
-{
- keymap.up = SDLK_UP;
- keymap.down = SDLK_DOWN;
- keymap.left = SDLK_LEFT;
- keymap.right = SDLK_RIGHT;
-
- keymap.power = SDLK_LCTRL;
- keymap.jump = SDLK_SPACE;
-}
-
-PlayerInputType::PlayerInputType()
-{
- reset();
-}
-
-void
-PlayerInputType::reset()
-{
- up = false;
- old_up = false;
- down = false;
- fire = false;
- old_fire = false;
- left = false;
- right = false;
- jump = false;
- old_jump = false;
- activate = false;
-}
-
void
TuxBodyParts::set_action(std::string action, int loops)
{
}
void
-TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer,
- Uint32 drawing_effect)
+TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
{
if(head != NULL)
- head->draw(context, pos, layer-1, drawing_effect);
+ head->draw(context, pos, layer-1);
if(body != NULL)
- body->draw(context, pos, layer-3, drawing_effect);
+ body->draw(context, pos, layer-3);
if(arms != NULL)
- arms->draw(context, pos, layer, drawing_effect);
+ arms->draw(context, pos, layer);
if(feet != NULL)
- feet->draw(context, pos, layer-2, drawing_effect);
+ feet->draw(context, pos, layer-2);
}
-Player::Player()
- : grabbed_object(0)
+Player::Player(PlayerStatus* _player_status)
+ : player_status(_player_status), grabbed_object(0)
{
- smalltux_gameover = sprite_manager->create("smalltux-gameover");
- smalltux_star = sprite_manager->create("smalltux-star");
- bigtux_star = sprite_manager->create("bigtux-star");
+ controller = main_controller;
+ smalltux_gameover = sprite_manager->create("images/creatures/tux_small/smalltux-gameover.sprite");
+ smalltux_star = sprite_manager->create("images/creatures/tux_small/smalltux-star.sprite");
+ bigtux_star = sprite_manager->create("images/creatures/tux_big/bigtux-star.sprite");
+
init();
}
void
Player::init()
{
- bbox.set_size(31.8, 31.8);
-
- size = SMALL;
- got_power = NONE_POWER;
+ if(is_big())
+ bbox.set_size(31.8, 62.8);
+ else
+ bbox.set_size(31.8, 30.8);
+ adjust_height = 0;
dir = RIGHT;
old_dir = dir;
last_ground_y = 0;
fall_mode = ON_GROUND;
jumping = false;
- flapping = false;
can_jump = true;
- can_flap = false;
- falling_from_flap = false;
- enable_hover = false;
butt_jump = false;
+ deactivated = false;
+ backflipping = false;
+ backflip_direction = 0;
+ visible = true;
- flapping_velocity = 0;
-
- // temporary to help player's choosing a flapping
- flapping_mode = MAREK_FLAP;
-
- // Ricardo's flapping
- flaps_nb = 0;
-
on_ground_flag = false;
grabbed_object = 0;
- input.reset();
+ floor_normal = Vector(0,-1);
+
physic.reset();
}
-bool
-Player::key_event(SDLKey key, bool state)
+void
+Player::expose(HSQUIRRELVM vm, int table_idx)
{
- idle_timer.start(IDLE_TIME, true);
-
- if(key == keymap.right)
- {
- input.right = state;
- return true;
- }
- else if(key == keymap.left)
- {
- input.left = state;
- return true;
- }
- else if(key == keymap.up)
- {
- if(state == false)
- input.old_up = false;
- input.up = state;
- /* Up key also opens activates stuff */
- input.activate = state;
- return true;
- }
- else if(key == keymap.down)
- {
- input.down = state;
- return true;
- }
- else if(key == keymap.power)
- {
- if(state == false)
- input.old_fire = false;
- input.fire = state;
-
- return true;
- }
- else if(key == keymap.jump)
- {
- if(state == false)
- input.old_jump = false;
- input.jump = state;
- return true;
- }
- else
- return false;
+ Scripting::Player* interface = static_cast<Scripting::Player*> (this);
+ expose_object(vm, table_idx, interface, "Tux", false);
}
void
-Player::level_begin()
+Player::unexpose(HSQUIRRELVM vm, int table_idx)
{
- move(Vector(100, 170));
- duck = false;
-
- dying = false;
-
- input.reset();
-
- on_ground_flag = false;
-
- physic.reset();
+ Scripting::unexpose_object(vm, table_idx, "Tux");
}
-PlayerStatus&
-Player::get_status()
+void
+Player::set_controller(Controller* controller)
{
- return player_status;
+ this->controller = controller;
}
void
-Player::action(float elapsed_time)
+Player::update(float elapsed_time)
{
if(dying && dying_timer.check()) {
dead = true;
return;
}
- if(input.fire == false)
- grabbed_object = 0;
+ if(adjust_height != 0) {
+ bbox.move(Vector(0, bbox.get_height() - adjust_height));
+ bbox.set_height(adjust_height);
+ adjust_height = 0;
+ }
+ 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_space(dest)) {
+ MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
+ if(moving_object) {
+ moving_object->set_pos(pos);
+ } else {
+ msg_debug << "Non MovingObjetc grabbed?!?" << std::endl;
+ }
+ grabbed_object->ungrab(*this, dir);
+ grabbed_object = 0;
+ }
+ }
- if(!dying)
+ if(!dying && !deactivated)
handle_input();
movement = physic.get_movement(elapsed_time);
- on_ground_flag = false;
#if 0
// special exception for cases where we're stuck under tiles after
Vector pos = get_pos() +
Vector(dir == LEFT ? -16 : 16,
bbox.get_height()*0.66666 - 32);
- grabbed_object->grab(*this, pos);
+ grabbed_object->grab(*this, pos, dir);
}
+
+ on_ground_flag = false;
}
bool
return on_ground_flag;
}
+bool
+Player::is_big()
+{
+ if(player_status->bonus == NO_BONUS)
+ return false;
+
+ return true;
+}
+
void
Player::handle_horizontal_input()
{
float dirsign = 0;
if(!duck || physic.get_velocity_y() != 0) {
- if(input.left && !input.right) {
+ if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
old_dir = dir;
dir = LEFT;
dirsign = -1;
- } else if(!input.left && input.right) {
+ } else if(!controller->hold(Controller::LEFT)
+ && controller->hold(Controller::RIGHT)) {
old_dir = dir;
dir = RIGHT;
dirsign = 1;
}
}
- if (!input.fire) {
+ if (!controller->hold(Controller::ACTION)) {
ax = dirsign * WALK_ACCELERATION_X;
// limit speed
if(vx >= MAX_WALK_XM && dirsign > 0) {
// let's skid!
if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
skidding_timer.start(SKID_TIME);
- SoundManager::get()->play_sound(IDToSound(SND_SKID));
- // dust some partcles
+ sound_manager->play("sounds/skid.wav");
+ // dust some particles
Sector::current()->add_object(
new Particles(
- Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0),
- bbox.p2.y),
+ Vector(dir == RIGHT ? bbox.p2.x : bbox.p1.x, bbox.p2.y),
dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
- Vector(280,-260), Vector(0,0.030), 3, Color(100,100,100), 3, .8,
+ Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8,
LAYER_OBJECTS+1));
ax *= 2.5;
// extend/shrink tux collision rectangle so that we fall through/walk over 1
// tile holes
if(fabsf(vx) > MAX_WALK_XM) {
- bbox.set_width(33);
+ bbox.set_width(34);
} else {
bbox.set_width(31.8);
}
+ // on downward slopes, adjust vertical velocity to match slope angle
+ if (on_ground()) {
+ if (floor_normal.y != 0) {
+ if ((floor_normal.x * vx) > 0) {
+ // we overdo it a little, just to be on the safe side
+ vy = vx * (floor_normal.x / floor_normal.y) * 2;
+ }
+ }
+ }
+
physic.set_velocity(vx, vy);
physic.set_acceleration(ax, ay);
}
if(on_ground()) { /* Make sure jumping is off. */
jumping = false;
- flapping = false;
- falling_from_flap = false;
- if (flapping_timer.started()) {
- flapping_timer.start(0);
+ if (backflipping) {
+ backflipping = false;
+ backflip_direction = 0;
}
-
- physic.set_acceleration_y(0); //for flapping
}
// Press jump key
- if(input.jump && can_jump && on_ground())
- {
- if(duck) { // only jump a little bit when in duck mode {
+ if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
+ if (duck) {
+ if (physic.get_velocity_x() != 0) // only jump a little bit when running ducked
physic.set_velocity_y(300);
- } else {
- // jump higher if we are running
- if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
- physic.set_velocity_y(580);
- else
- physic.set_velocity_y(520);
+ else { //do a backflip
+ backflipping = true;
+ physic.set_velocity_y(580);
+ backflip_timer.start(0.15);
}
-
- //bbox.move(Vector(0, -1));
- jumping = true;
- flapping = false;
- can_jump = false;
- can_flap = false;
- flaps_nb = 0; // Ricardo's flapping
- if (size == SMALL)
- SoundManager::get()->play_sound(IDToSound(SND_JUMP));
- else
- SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP));
- }
- // Let go of jump key
- else if(!input.jump)
- {
- if (!flapping && !duck && !falling_from_flap && !on_ground())
- {
- can_flap = true;
- }
- if (jumping && physic.get_velocity_y() > 0)
- {
- jumping = false;
- physic.set_velocity_y(0);
- }
- }
-
- // temporary to help player's choosing a flapping
- if(flapping_mode == RICARDO_FLAP)
- {
- // Flapping, Ricardo's version
- // similar to SM3 Fox
- if(input.jump && !input.old_jump && can_flap && flaps_nb < 3)
- {
- physic.set_velocity_y(350);
- physic.set_velocity_x(physic.get_velocity_x() * 35);
- flaps_nb++;
- }
- }
- else if(flapping_mode == MAREK_FLAP)
- {
- // Flapping, Marek's version
- if (input.jump && can_flap)
- {
- if (!flapping_timer.started())
- {
- flapping_timer.start(TUX_FLAPPING_TIME);
- flapping_velocity = physic.get_velocity_x();
- }
- if (flapping_timer.check())
- {
- can_flap = false;
- falling_from_flap = true;
- }
- jumping = true;
- flapping = true;
- if (!flapping_timer.check()) {
- float cv = flapping_velocity * sqrt(
- TUX_FLAPPING_TIME - flapping_timer.get_timegone()
- / TUX_FLAPPING_TIME);
-
- //Handle change of direction while flapping
- if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {
- cv *= (-1);
- }
- physic.set_velocity_x(cv);
- physic.set_velocity_y(
- flapping_timer.get_timegone()/.850);
- }
- }
- }
- else if(flapping_mode == RYAN_FLAP)
- {
- // Flapping, Ryan's version
- if (input.jump && can_flap)
- {
- if (!flapping_timer.started())
- {
- flapping_timer.start(TUX_FLAPPING_TIME);
- }
- if (flapping_timer.check())
- {
- can_flap = false;
- falling_from_flap = true;
- }
- jumping = true;
- flapping = true;
- if (flapping && flapping_timer.get_timegone() <= TUX_FLAPPING_TIME
- && physic.get_velocity_y() < 0)
- {
- float gravity = Sector::current()->gravity;
- (void)gravity;
- float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
-
- // XXX: magic numbers. should be a percent of gravity
- // gravity is (by default) -0.1f
- physic.set_acceleration_y(12 + 1*xr);
-
-#if 0
- // To slow down x-vel when flapping (not working)
- if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM)
- {
- if (physic.get_velocity_x() < 0)
- physic.set_acceleration_x(1.0f);
- else if (physic.get_velocity_x() > 0)
- physic.set_acceleration_x(-1.0f);
- }
-#endif
- }
- }
+ }
+ else if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) // jump higher if we are running
+ physic.set_velocity_y(580);
else
- {
- physic.set_acceleration_y(0);
- }
- }
-
-#if 0
- /* In case the player has pressed Down while in a certain range of air,
- enable butt jump action */
- if (input.down && !butt_jump && !duck)
- if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
- butt_jump = true;
-#endif
+ physic.set_velocity_y(520);
+
+ //bbox.move(Vector(0, -1));
+ jumping = true;
+ can_jump = false;
+ if (is_big())
+ sound_manager->play("sounds/bigjump.wav");
+ else
+ sound_manager->play("sounds/jump.wav");
+ } else if(!controller->hold(Controller::JUMP)) { // Let go of jump key
+ if (!backflipping && jumping && physic.get_velocity_y() > 0) {
+ jumping = false;
+ physic.set_velocity_y(0);
+ }
+ }
- /* When Down is not held anymore, disable butt jump */
- if(butt_jump && !input.down)
+ /* In case the player has pressed Down while in a certain range of air,
+ enable butt jump action */
+ if (controller->hold(Controller::DOWN) && !butt_jump && !duck)
+ //if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping)
+ butt_jump = true;
+
+ /* When Down is not held anymore, disable butt jump */
+ if(butt_jump && !controller->hold(Controller::DOWN))
butt_jump = false;
-
+
+#if 0
// Do butt jump
- if (butt_jump && on_ground() && size == BIG)
- {
+ if (butt_jump && on_ground() && is_big()) {
// Add a smoke cloud
if (duck)
Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
else
Sector::current()->add_smoke_cloud(
- Vector(get_pos().x - 32, get_pos().y + 32));
+ Vector(get_pos().x - 32, get_pos().y + 32));
butt_jump = false;
-
-#if 0
+
// Break bricks beneath Tux
if(Sector::current()->trybreakbrick(
- Vector(base.x + 1, base.y + base.height), false)
- || Sector::current()->trybreakbrick(
- Vector(base.x + base.width - 1, base.y + base.height), false))
- {
+ Vector(base.x + 1, base.y + base.height), false)
+ || Sector::current()->trybreakbrick(
+ Vector(base.x + base.width - 1, base.y + base.height), false)) {
physic.set_velocity_y(2);
butt_jump = true;
}
-#endif
-
-#if 0
+
// Kill nearby badguys
std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
for (std::vector<GameObject*>::iterator i = gameobjects.begin();
i != gameobjects.end();
- i++)
- {
+ i++) {
BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
- if(badguy)
- {
+ if(badguy) {
// don't kill when badguys are already dying or in a certain mode
if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
- badguy->mode != BadGuy::BOMB_EXPLODE)
- {
- if (fabsf(base.x - badguy->base.x) < 96 &&
- fabsf(base.y - badguy->base.y) < 64)
- badguy->kill_me(25);
- }
+ badguy->mode != BadGuy::BOMB_EXPLODE) {
+ if (fabsf(base.x - badguy->base.x) < 96 &&
+ fabsf(base.y - badguy->base.y) < 64)
+ badguy->kill_me(25);
+ }
}
}
-#endif
}
+#endif
/** jumping is only allowed if we're about to touch ground soon and if the
* button has been up in between the last jump
can_jump = true;
}
#endif
-
- // FIXME: why the heck is this here and not somewhere where the keys are
- // checked?!?
- input.old_jump = input.jump;
}
void
Player::handle_input()
{
/* Handle horizontal movement: */
- handle_horizontal_input();
+ if (!backflipping) handle_horizontal_input();
+ else {
+ if (backflip_direction == 0) {
+ dir == LEFT ? backflip_direction = 1 : backflip_direction = -1;
+ }
+ else backflip_direction == 1 ? dir = LEFT : dir = RIGHT; //prevent player from changing direction when backflipping
+ if (backflip_timer.check()) physic.set_velocity_x(100 * backflip_direction);
+ }
+
/* Jump/jumping? */
- if (on_ground() && !input.jump)
+ if (on_ground() && !controller->hold(Controller::JUMP))
can_jump = true;
handle_vertical_input();
/* Shoot! */
- if (input.fire && !input.old_fire && got_power != NONE_POWER) {
+ if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) {
if(Sector::current()->add_bullet(
-// get_pos() + Vector(0, bbox.get_height()/2),
- get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
- : Vector(32, bbox.get_height()/2)),
- physic.get_velocity_x(), dir))
+ get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
+ : Vector(32, bbox.get_height()/2)),
+ physic.get_velocity_x(), dir))
shooting_timer.start(SHOOTING_TIME);
- // FIXME: why the heck is this here
- input.old_fire = false;
}
-
+
/* Duck! */
- if (input.down && size == BIG && !duck
- && physic.get_velocity_y() == 0 && on_ground())
- {
- duck = true;
- bbox.move(Vector(0, 32));
- bbox.set_height(31.8);
- }
- else if(!input.down && size == BIG && duck)
+ if (controller->hold(Controller::DOWN) && is_big() && !duck
+ && physic.get_velocity_y() == 0 && on_ground()) {
+ duck = true;
+ bbox.move(Vector(0, 32));
+ bbox.set_height(31.8);
+ } else if(!controller->hold(Controller::DOWN) && is_big() && duck) {
+ // if we have some velocity left then check if there is space for
+ // unducking
+ bbox.move(Vector(0, -32));
+ bbox.set_height(63.8);
+ if(Sector::current()->is_free_space(bbox) || (
+ physic.get_velocity_x() > -.01 && physic.get_velocity_x() < .01
+ && physic.get_velocity_y() > -.01 && physic.get_velocity_y() < .01))
{
- // try if we can really unduck
- bbox.move(Vector(0, -32));
- bbox.set_height(63.8);
duck = false;
- // FIXME
-#if 0
- // when unducking in air we need some space to do so
- if(on_ground() || !collision_object_map(bbox)) {
- duck = false;
- } else {
- // undo the ducking changes
- bbox.move(Vector(0, 32));
- bbox.set_height(31.8);
- }
-#endif
+ } else {
+ // undo the ducking changes
+ bbox.move(Vector(0, 32));
+ bbox.set_height(31.8);
}
+ }
}
void
-Player::grow(bool animate)
+Player::set_bonus(BonusType type, bool animate)
{
- if(size == BIG)
+ if(player_status->bonus >= type)
return;
- size = BIG;
- bbox.set_height(63.8);
- bbox.move(Vector(0, -32));
+ if(player_status->bonus == NO_BONUS) {
+ adjust_height = 62.8;
+ if(animate)
+ growing_timer.start(GROWING_TIME);
+ }
+
+ player_status->bonus = type;
+}
- if(animate)
- growing_timer.start(GROWING_TIME);
+void
+Player::set_visible(bool visible)
+{
+ this->visible = visible;
+}
+
+bool
+Player::get_visible()
+{
+ return visible;
+}
+
+void
+Player::kick()
+{
+ kick_timer.start(KICK_TIME);
}
void
Player::draw(DrawingContext& context)
{
+ if(!visible)
+ return;
+
TuxBodyParts* tux_body;
- if (size == SMALL)
- tux_body = small_tux;
- else if (got_power == FIRE_POWER)
+ if (player_status->bonus == GROWUP_BONUS)
+ tux_body = big_tux;
+ else if (player_status->bonus == FIRE_BONUS)
tux_body = fire_tux;
- else if (got_power == ICE_POWER)
+ else if (player_status->bonus == ICE_BONUS)
tux_body = ice_tux;
else
- tux_body = big_tux;
+ tux_body = small_tux;
int layer = LAYER_OBJECTS + 10;
/* Set Tux sprite action */
- if (duck && size == BIG)
+ if (duck && is_big())
{
if(dir == LEFT)
tux_body->set_action("duck-left");
else // dir == RIGHT
tux_body->set_action("kick-right");
}
- else if (butt_jump && size == BIG)
+ else if (butt_jump && is_big())
{
if(dir == LEFT)
tux_body->set_action("buttjump-left");
else // dir == RIGHT
tux_body->set_action("buttjump-right");
}
- else if (physic.get_velocity_y() != 0)
+ else if (!on_ground())
{
if(dir == LEFT)
tux_body->set_action("jump-left");
if(idle_timer.check())
{
- if(size == BIG)
+ if(is_big())
{
if(dir == LEFT)
tux_body->head->set_action("idle-left", 1);
if(dying) {
smalltux_gameover->draw(context, get_pos(), layer);
} else if(growing_timer.get_timeleft() > 0) {
- if(size == SMALL)
- {
- if (dir == RIGHT)
- context.draw_surface(growingtux_right[GROWING_FRAMES-1 -
- int((growing_timer.get_timegone() *
- GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
- else
- context.draw_surface(growingtux_left[GROWING_FRAMES-1 -
- int((growing_timer.get_timegone() *
- GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
- }
- else
- {
- if (dir == RIGHT)
- context.draw_surface(growingtux_right[
- int((growing_timer.get_timegone() *
- GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
- else
- context.draw_surface(growingtux_left[
- int((growing_timer.get_timegone() *
- GROWING_FRAMES) / GROWING_TIME)],
- get_pos(), layer);
+ if (dir == RIGHT) {
+ context.draw_surface(growingtux_right[int((growing_timer.get_timegone() *
+ GROWING_FRAMES) / GROWING_TIME)], get_pos() - Vector(0, 32), layer);
+ } else {
+ context.draw_surface(growingtux_left[int((growing_timer.get_timegone() *
+ GROWING_FRAMES) / GROWING_TIME)], get_pos() - Vector(0, 32), layer);
}
}
- else if (safe_timer.started() && size_t(global_time*40)%2)
+ else if (safe_timer.started() && size_t(game_time*40)%2)
; // don't draw Tux
else
tux_body->draw(context, get_pos(), layer);
// Draw blinking star overlay
if (invincible_timer.started() &&
(invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING
- || size_t(global_time*20)%2)
+ || size_t(game_time*20)%2)
&& !dying)
{
- if (size == SMALL || duck)
+ if (!is_big() || duck)
smalltux_star->draw(context, get_pos(), layer + 5);
else
bigtux_star->draw(context, get_pos(), layer + 5);
- }
-
- if (debug_mode)
- context.draw_filled_rect(get_pos(),
- Vector(bbox.get_width(), bbox.get_height()),
- Color(75,75,75, 150), LAYER_OBJECTS+20);
+ }
+}
+
+void
+Player::collision_tile(uint32_t tile_attributes)
+{
+ if(tile_attributes & Tile::HURTS)
+ kill(SHRINK);
}
HitResponse
Player::collision(GameObject& other, const CollisionHit& hit)
{
- Portable* portable = dynamic_cast<Portable*> (&other);
- if(portable && grabbed_object == 0 && input.fire
+ Bullet* bullet = dynamic_cast<Bullet*> (&other);
+ if(bullet) {
+ return FORCE_MOVE;
+ }
+
+ if(other.get_flags() & FLAG_PORTABLE) {
+ Portable* portable = dynamic_cast<Portable*> (&other);
+ if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
&& fabsf(hit.normal.x) > .9) {
- grabbed_object = portable;
- return CONTINUE;
+ grabbed_object = portable;
+ return CONTINUE;
+ }
}
if(other.get_flags() & FLAG_SOLID) {
+ /*
+ printf("Col %p: HN: %3.1f %3.1f D %.1f P: %3.1f %3.1f M: %3.1f %3.1f\n",
+ &other,
+ hit.normal.x, hit.normal.y, hit.depth,
+ get_pos().x, get_pos().y,
+ movement.x, movement.y);
+ */
+
if(hit.normal.y < 0) { // landed on floor?
- if (physic.get_velocity_y() < 0)
+ if(physic.get_velocity_y() < 0)
physic.set_velocity_y(0);
+
on_ground_flag = true;
+
+ // remember normal of this tile
+ if (hit.normal.y > -0.9) {
+ floor_normal.x = hit.normal.x;
+ floor_normal.y = hit.normal.y;
+ } else {
+ // slowly adjust to unisolid tiles.
+ // Necessary because our bounding box sometimes reaches through slopes and thus hits unisolid tiles
+ floor_normal.x = (floor_normal.x * 0.9) + (hit.normal.x * 0.1);
+ floor_normal.y = (floor_normal.y * 0.9) + (hit.normal.y * 0.1);
+ }
+
+ // hack platforms so that we stand normally on them when going down...
+ Platform* platform = dynamic_cast<Platform*> (&other);
+ if(platform != NULL) {
+ if(platform->get_speed().y > 0)
+ physic.set_velocity_y(-platform->get_speed().y);
+ //physic.set_velocity_x(platform->get_speed().x);
+ }
} else if(hit.normal.y > 0) { // bumped against the roof
physic.set_velocity_y(.1);
+
+ // hack platform so that we are not glued to it from below
+ Platform* platform = dynamic_cast<Platform*> (&other);
+ if(platform != NULL) {
+ physic.set_velocity_y(-platform->get_speed().y);
+ }
}
if(fabsf(hit.normal.x) > .9) { // hit on the side?
physic.set_velocity_x(0);
}
+ MovingObject* omov = dynamic_cast<MovingObject*> (&other);
+ if(omov != NULL) {
+ Vector mov = movement - omov->get_movement();
+ /*
+ printf("W %p - HITN: %3.1f %3.1f D:%3.1f TM: %3.1f %3.1f TD: %3.1f %3.1f PM: %3.2f %3.1f\n",
+ omov,
+ hit.normal.x, hit.normal.y,
+ hit.depth,
+ movement.x, movement.y,
+ dest.p1.x, dest.p1.y,
+ omov->get_movement().x, omov->get_movement().y);
+ */
+ }
+
return CONTINUE;
}
- TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
- if(trigger) {
- if(input.up && !input.old_up)
- trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
+#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);
+ if(trigger) {
+ if(controller->pressed(Controller::UP))
+ trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
+ }
+
+ return FORCE_MOVE;
+ }
+
+ BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+ if(badguy != NULL) {
+ if(safe_timer.started())
+ return FORCE_MOVE;
+
+ return CONTINUE;
}
return FORCE_MOVE;
void
Player::make_invincible()
{
- SoundManager::get()->play_sound(IDToSound(SND_HERRING));
+ sound_manager->play("sounds/invincible.wav");
invincible_timer.start(TUX_INVINCIBLE_TIME);
Sector::current()->play_music(HERRING_MUSIC);
}
void
Player::kill(HurtMode mode)
{
- if(dying)
+ if(dying || deactivated)
return;
- if(safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)
+ if(mode != KILL &&
+ (safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0))
return;
- SoundManager::get()->play_sound(IDToSound(SND_HURT));
+ sound_manager->play("sounds/hurt.wav");
physic.set_velocity_x(0);
- if (mode == SHRINK && size == BIG)
+ if (mode == SHRINK && is_big())
{
- if (got_power != NONE_POWER)
+ if (player_status->bonus == FIRE_BONUS
+ || player_status->bonus == ICE_BONUS)
{
safe_timer.start(TUX_SAFE_TIME);
- got_power = NONE_POWER;
+ player_status->bonus = GROWUP_BONUS;
}
- else
+ else
{
- growing_timer.start(GROWING_TIME);
- safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
- size = SMALL;
- bbox.set_height(31.8);
+ //growing_timer.start(GROWING_TIME);
+ safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
+ adjust_height = 30.8;
duck = false;
+ player_status->bonus = NO_BONUS;
}
}
else
physic.enable_gravity(true);
physic.set_acceleration(0, 0);
physic.set_velocity(0, 700);
- --player_status.lives;
+ player_status->coins -= 25;
+ player_status->bonus = NO_BONUS;
dying = true;
dying_timer.start(3.0);
- flags |= FLAG_NO_COLLDET;
- }
-}
+ set_group(COLGROUP_DISABLED);
-/* Remove Tux's power ups */
-void
-Player::remove_powerups()
-{
- got_power = NONE_POWER;
- size = SMALL;
- bbox.set_height(31.8);
+ DisplayEffect* effect = new DisplayEffect();
+ effect->fade_out(3.0);
+ Sector::current()->add_object(effect);
+ sound_manager->stop_music(3.0);
+ }
}
void
Player::move(const Vector& vector)
{
bbox.set_pos(vector);
+ if(is_big())
+ bbox.set_size(31.8, 63.8);
+ else
+ bbox.set_size(31.8, 31.8);
+ duck = false;
+ last_ground_y = vector.y;
+
+ physic.reset();
}
void
bbox.set_pos(Vector(camera->get_translation().x, get_pos().y));
adjust = true;
}
- if(get_pos().x >= camera->get_translation().x + screen->w - bbox.get_width())
+ if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
{
bbox.set_pos(Vector(
- camera->get_translation().x + screen->w - bbox.get_width(),
+ camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
get_pos().y));
adjust = true;
}
}
void
+Player::add_velocity(const Vector& velocity)
+{
+ physic.set_velocity(physic.get_velocity() + velocity);
+}
+
+void
Player::bounce(BadGuy& )
{
- //Make sure we stopped flapping
- flapping = false;
- falling_from_flap = false;
-
- if (input.jump)
+ if(controller->hold(Controller::JUMP))
physic.set_velocity_y(520);
else
- physic.set_velocity_y(200);
+ physic.set_velocity_y(300);
+}
+
+//Scripting Functions Below
+
+void
+Player::deactivate()
+{
+ deactivated = true;
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
+}
+
+void
+Player::activate()
+{
+ deactivated = false;
+}
+
+void Player::walk(float speed)
+{
+ physic.set_velocity_x(speed);
}