#include "game_session.hpp"
#include "object/tilemap.hpp"
#include "object/camera.hpp"
-#include "object/gameobjs.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];
: player_status(_player_status), grabbed_object(0)
{
controller = main_controller;
- smalltux_gameover = sprite_manager->create("smalltux-gameover");
- smalltux_star = sprite_manager->create("smalltux-star");
- bigtux_star = sprite_manager->create("bigtux-star");
+ 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();
}
Player::init()
{
if(is_big())
- bbox.set_size(31.8, 63.8);
+ bbox.set_size(31.8, 62.8);
else
- bbox.set_size(31.8, 31.8);
+ 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 = NO_FLAP;
-
- // Ricardo's flapping
- flaps_nb = 0;
-
on_ground_flag = false;
grabbed_object = 0;
+ floor_normal = Vector(0,-1);
+
physic.reset();
}
void
+Player::expose(HSQUIRRELVM vm, int table_idx)
+{
+ Scripting::Player* interface = static_cast<Scripting::Player*> (this);
+ expose_object(vm, table_idx, interface, "Tux", false);
+}
+
+void
+Player::unexpose(HSQUIRRELVM vm, int table_idx)
+{
+ Scripting::unexpose_object(vm, table_idx, "Tux");
+}
+
+void
Player::set_controller(Controller* controller)
{
this->controller = controller;
return;
}
+ 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) {
- grabbed_object = 0;
// move the grabbed object a bit away from tux
Vector pos = get_pos() +
- Vector(dir == LEFT ? -bbox.get_width() : bbox.get_width(),
+ Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
bbox.get_height()*0.66666 - 32);
- MovingObject* object = dynamic_cast<MovingObject*> (grabbed_object);
- if(object) {
- object->set_pos(pos);
- } else {
-#ifdef DEBUG
- std::cout << "Non MovingObjetc grabbed?!?\n";
-#endif
+ 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
// 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.stop();
+ if (backflipping) {
+ backflipping = false;
+ backflip_direction = 0;
}
-
- physic.set_acceleration_y(0); //for flapping
}
// Press jump key
if(controller->pressed(Controller::JUMP) && can_jump && on_ground()) {
- if (duck) // only jump a little bit when in duck mode
- physic.set_velocity_y(300);
+ if (duck) {
+ if (physic.get_velocity_x() != 0) // only jump a little bit when running ducked
+ physic.set_velocity_y(300);
+ else { //do a backflip
+ backflipping = true;
+ physic.set_velocity_y(580);
+ backflip_timer.start(0.15);
+ }
+ }
else if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) // jump higher if we are running
physic.set_velocity_y(580);
else
//bbox.move(Vector(0, -1));
jumping = true;
- flapping = false;
can_jump = false;
- can_flap = false;
- flaps_nb = 0; // Ricardo's flapping
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 (!flapping && !duck && !falling_from_flap && !on_ground()) {
- can_flap = true;
- }
- if (jumping && physic.get_velocity_y() > 0) {
+ if (!backflipping && jumping && physic.get_velocity_y() > 0) {
jumping = false;
physic.set_velocity_y(0);
}
}
-#if CHOOSEFLAPSTYLE
- // temporary to help players choosing a flapping
- if(flapping_mode == RICARDO_FLAP) {
- // Flapping, Ricardo's version
- // similar to SM3 Fox
- if(controller->pressed(Controller::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) {
-#endif
- // Flapping, Marek and Ondra's version
- if (controller->hold(Controller::JUMP) && can_flap)
- {
- if (flapping_timer.check())
- {
- can_flap = false;
- //flapping = false;
- falling_from_flap = true;
- }
- else if (!flapping_timer.started())
- {
- flapping_timer.start(TUX_FLAPPING_TIME);
- flapping_velocity = physic.get_velocity_x();
- }
- else
- {
- jumping = true;
- flapping = true;
- 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);
- }
- else if (cv == 0) {
- if (controller->hold(Controller::LEFT)) {
- cv = -TUX_FLAPPING_LEAST_X;
- }
- else if (controller->hold(Controller::RIGHT)) {
- cv = TUX_FLAPPING_LEAST_X;
- }
- }
- physic.set_velocity_x(cv);
- physic.set_velocity_y(flapping_timer.get_timegone()
- * TUX_FLAPPING_STRENGTH);
- //std::cout << "Timegone: " << flapping_timer.get_timegone() << ", Y velocity: " << physic.get_velocity_y() << "\n";
- }
- }
-#if CHOOSEFLAPSTYLE
- } else if(flapping_mode == RYAN_FLAP) {
- // Flapping, Ryan's version
- if (controller->hold(Controller::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 {
- physic.set_acceleration_y(0);
- }
- }
-#endif
/* In case the player has pressed Down while in a certain range of air,
enable butt jump action */
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() && !controller->hold(Controller::JUMP))
bbox.move(Vector(0, 32));
bbox.set_height(31.8);
} else if(!controller->hold(Controller::DOWN) && is_big() && duck) {
- // try if we can really unduck
+ // if we have some velocity left then check if there is space for
+ // unducking
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)) {
+ 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))
+ {
duck = false;
} else {
// undo the ducking changes
bbox.move(Vector(0, 32));
- bbox.set_height(31.8);
+ bbox.set_height(31.8);
}
-#endif
}
}
return;
if(player_status->bonus == NO_BONUS) {
- bbox.set_height(63.8);
- bbox.move(Vector(0, -32));
+ adjust_height = 62.8;
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 (player_status->bonus == GROWUP_BONUS)
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(dying) {
smalltux_gameover->draw(context, get_pos(), layer);
} else if(growing_timer.get_timeleft() > 0) {
- if(!is_big())
- {
- 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(game_time*40)%2)
}
}
+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 && controller->hold(Controller::ACTION)
- && fabsf(hit.normal.x) > .9) {
- grabbed_object = portable;
- return CONTINUE;
+ Bullet* bullet = dynamic_cast<Bullet*> (&other);
+ if(bullet) {
+ return FORCE_MOVE;
}
-
- if(other.get_flags() & FLAG_SOLID) {
- TileMap* tilemap = dynamic_cast<TileMap*> (&other);
- if(tilemap) {
- const TilemapCollisionHit* thit =
- static_cast<const TilemapCollisionHit*> (&hit);
- printf("Tileattrs. %d\n", thit->tileflags);
- if(thit->tileflags & Tile::SPIKE)
- kill(SHRINK);
- if(! (thit->tileflags & Tile::SOLID))
- 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;
}
+ }
+
+ 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(controller->pressed(Controller::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::kill(HurtMode mode)
{
- if(dying)
+ if(dying || deactivated)
return;
if(mode != KILL &&
- safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0)
+ (safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0))
return;
sound_manager->play("sounds/hurt.wav");
}
else
{
- growing_timer.start(GROWING_TIME);
- safe_timer.start(TUX_SAFE_TIME + GROWING_TIME);
- 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;
}
physic.enable_gravity(true);
physic.set_acceleration(0, 0);
physic.set_velocity(0, 700);
- player_status->lives -= 1;
+ player_status->coins -= 25;
player_status->bonus = NO_BONUS;
dying = true;
dying_timer.start(3.0);
- flags |= FLAG_NO_COLLDET;
+ set_group(COLGROUP_DISABLED);
+
+ DisplayEffect* effect = new DisplayEffect();
+ effect->fade_out(3.0);
+ Sector::current()->add_object(effect);
+ sound_manager->stop_music(3.0);
}
}
bbox.set_size(31.8, 63.8);
else
bbox.set_size(31.8, 31.8);
- on_ground_flag = false;
duck = false;
last_ground_y = vector.y;
}
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(controller->hold(Controller::JUMP))
physic.set_velocity_y(520);
else
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);
+}
+