/** 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 = Surface::create("images/engine/hud/airarrow.png");
idle_timer.start(IDLE_TIME[0]/1000.0f);
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;
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)
{
bbox2.move(Vector(0, bbox.get_height() - new_height));
bbox2.set_height(new_height);
+
if(new_height > bbox.get_height()) {
Rectf additional_space = bbox2;
additional_space.set_height(new_height - bbox.get_height());
Player::trigger_sequence(std::string sequence_name)
{
if (climbing) stop_climbing(*climbing);
+ backflipping = false;
+ backflip_direction = 0;
GameSession::current()->start_sequence(sequence_name);
}
// 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
// when invincible, spawn particles
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 {
dest.p1.x = bbox.get_right() + 1;
dest.p2.x = dest.p1.x + grabbed_bbox.get_width();
}
- if(Sector::current()->is_free_of_movingstatics(dest)) {
+ 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);
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) {
// 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);
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
}
void
Player::kill(bool completely)
{
- if(dying || deactivated)
+ if(dying || deactivated || is_winning() )
return;
if(!completely && (safe_timer.started() || invincible_timer.started()))
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;
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 {
{
// 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);
}
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;
last_ground_y = vector.y;
}
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
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;
+ }
}
void