backflip_direction = 0;
visible = true;
swimming = false;
-
+
on_ground_flag = false;
grabbed_object = NULL;
Rect bbox2 = bbox;
bbox2.move(Vector(0, bbox.get_height() - new_height));
bbox2.set_height(new_height);
- if (!Sector::current()->is_free_space(bbox2))
- return false;
+
+ if(new_height > bbox.get_height()) {
+ Rect additional_space = bbox2;
+ additional_space.set_height(new_height - bbox.get_height());
+ if(!Sector::current()->is_free_space(additional_space))
+ return false;
+ }
// adjust bbox accordingly
// note that we use members of moving_object for this, so we can run this during CD, too
swimming = false;
}
no_water = true;
-
+
if(dying && dying_timer.check()) {
dead = true;
return;
// handle backflipping
if (backflipping) {
- //prevent player from changing direction when backflipping
- dir = (backflip_direction == 1) ? LEFT : RIGHT;
+ //prevent player from changing direction when backflipping
+ dir = (backflip_direction == 1) ? LEFT : RIGHT;
if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
}
}
// check if we landed
- if(on_ground()) {
+ if(on_ground()) {
jumping = false;
if (backflipping && (!backflip_timer.started())) {
backflipping = false;
backflip_direction = 0;
// if controls are currently deactivated, we take care of standing up ourselves
- if (deactivated) do_standup();
+ if (deactivated)
+ do_standup();
}
}
-
-#if 0
- // Do butt jump
- 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));
-
- butt_jump = false;
-
- // 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)) {
- physic.set_velocity_y(-2);
- butt_jump = true;
- }
-
- // Kill nearby badguys
- std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
- for (std::vector<GameObject*>::iterator i = gameobjects.begin();
- i != gameobjects.end();
- i++) {
- BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
- 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);
- }
- }
- }
- }
-#endif
// calculate movement for this frame
movement = physic.get_movement(elapsed_time);
if(grabbed_object != NULL && !dying) {
- Vector pos = get_pos() +
+ Vector pos = get_pos() +
Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32);
grabbed_object->grab(*this, pos, dir);
}
-
+
if(grabbed_object != NULL && dying){
grabbed_object->ungrab(*this, dir);
grabbed_object = NULL;
Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
}
}
- }
+ }
}
} else {
physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
}
-
-#if 0
- // if we're on ice slow down acceleration or deceleration
- if (isice(base.x, base.y + base.height))
- {
- /* the acceleration/deceleration rate on ice is inversely proportional to
- * the current velocity.
- */
-
- // increasing 1 will increase acceleration/deceleration rate
- // decreasing 1 will decrease acceleration/deceleration rate
- // must stay above zero, though
- if (ax != 0) ax *= 1 / fabs(vx);
- }
-#endif
-
}
void
dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8,
LAYER_OBJECTS+1));
-
+
ax *= 2.5;
} else {
ax *= 2;
void
Player::do_duck() {
- if (duck) return;
- if (!is_big()) return;
+ if (duck)
+ return;
+ if (!is_big())
+ return;
- if (physic.get_velocity_y() != 0) return;
- if (!on_ground()) return;
+ if (physic.get_velocity_y() != 0)
+ return;
+ if (!on_ground())
+ return;
if (adjust_height(31.8)) {
duck = true;
}
}
-void
+void
Player::do_standup() {
- if (!duck) return;
- if (!is_big()) return;
- if (backflipping) return;
+ if (!duck)
+ return;
+ if (!is_big())
+ return;
+ if (backflipping)
+ return;
if (adjust_height(63.8)) {
duck = false;
// if timer is not already running, start it.
if (unduck_hurt_timer.get_period() == 0) {
unduck_hurt_timer.start(UNDUCK_HURT_TIME);
- }
+ }
else if (unduck_hurt_timer.check()) {
kill(false);
}
void
Player::do_backflip() {
- if (!duck) return;
- if (!on_ground()) return;
+ if (!duck)
+ return;
+ if (!on_ground())
+ return;
// TODO: we don't have an animation for firetux backflipping, so let's revert to bigtux
set_bonus(GROWUP_BONUS, true);
void
Player::do_jump(float yspeed) {
- if (!on_ground()) return;
+ if (!on_ground())
+ return;
physic.set_velocity_y(yspeed);
//bbox.move(Vector(0, -1));
// Press jump key
if(controller->pressed(Controller::JUMP) && (can_jump)) {
- if (duck) {
+ if (duck) {
// when running, only jump a little bit; else do a backflip
if (physic.get_velocity_x() != 0) do_jump(-300); else do_backflip();
} else {
// 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);
}
- }
+ }
// Let go of jump key
- else if(!controller->hold(Controller::JUMP)) {
+ else if(!controller->hold(Controller::JUMP)) {
if (!backflipping && jumping && physic.get_velocity_y() < 0) {
jumping = false;
physic.set_velocity_y(0);
if (controller->hold(Controller::DOWN) && !butt_jump && !duck && is_big() && jumping) {
butt_jump = true;
}
-
+
/* When Down is not held anymore, disable butt jump */
if(butt_jump && !controller->hold(Controller::DOWN))
butt_jump = false;
if(!controller->hold(Controller::ACTION) && grabbed_object) {
// move the grabbed object a bit away from tux
- Vector pos = get_pos() +
+ 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));
/* Peeking */
if( controller->released( Controller::PEEK_LEFT ) ) {
peeking = AUTO;
- }
+ }
if( controller->released( Controller::PEEK_RIGHT ) ) {
peeking = AUTO;
}
if( controller->pressed( Controller::PEEK_LEFT ) ) {
peeking = LEFT;
- }
+ }
if( controller->pressed( Controller::PEEK_RIGHT ) ) {
peeking = RIGHT;
}
-
+
/* Handle horizontal movement: */
if (!backflipping) handle_horizontal_input();
-
+
/* Jump/jumping? */
if (on_ground() && !controller->hold(Controller::JUMP))
can_jump = true;
/* Shoot! */
if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) {
if(Sector::current()->add_bullet(
- get_pos() + ((dir == LEFT)? 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))
shooting_timer.start(SHOOTING_TIME);
}
-
+
/* Duck or Standup! */
if (controller->hold(Controller::DOWN)) do_duck(); else do_standup();
{
float vx = 0;
float vy = 0;
- if (controller->hold(Controller::LEFT)) {
- dir = LEFT;
- vx -= MAX_RUN_XM * 2;
+ if (controller->hold(Controller::LEFT)) {
+ dir = LEFT;
+ vx -= MAX_RUN_XM * 2;
}
- if (controller->hold(Controller::RIGHT)) {
- dir = RIGHT;
- vx += MAX_RUN_XM * 2;
+ if (controller->hold(Controller::RIGHT)) {
+ dir = RIGHT;
+ vx += MAX_RUN_XM * 2;
}
if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
vy -= MAX_RUN_XM * 2;
Player::add_bonus(const std::string& bonustype)
{
BonusType type = NO_BONUS;
-
+
if(bonustype == "grow") {
type = GROWUP_BONUS;
} else if(bonustype == "fireflower") {
msg << "Unknown bonus type " << bonustype;
throw std::runtime_error(msg.str());
}
-
+
return add_bonus(type);
}
// ignore GROWUP_BONUS if we're already big
if (type == GROWUP_BONUS) {
if (player_status->bonus == GROWUP_BONUS)
- return true;
+ return true;
if (player_status->bonus == FIRE_BONUS)
return true;
if (player_status->bonus == ICE_BONUS)
Player::set_visible(bool visible)
{
this->visible = visible;
- if( visible )
+ if( visible )
set_group(COLGROUP_MOVING);
else
set_group(COLGROUP_DISABLED);
return;
TuxBodyParts* tux_body;
-
+
if (player_status->bonus == GROWUP_BONUS)
tux_body = big_tux;
else if (player_status->bonus == FIRE_BONUS)
/* Draw Tux */
if(dying) {
smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1);
- }
+ }
else if ((growing_timer.get_timeleft() > 0) && (!duck)) {
if (dir == RIGHT) {
context.draw_surface(growingtux_right[int((growing_timer.get_timegone() *
{
if(tile_attributes & Tile::HURTS)
kill(false);
-
- if( swimming ){
+
+ if( swimming ){
if( tile_attributes & Tile::WATER ){
no_water = false;
} else {
#ifdef DEBUG
assert(dynamic_cast<MovingObject*> (&other) != NULL);
#endif
- MovingObject* moving_object = static_cast<MovingObject*> (&other);
+ MovingObject* moving_object = static_cast<MovingObject*> (&other);
if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
if(trigger) {
{
sound_manager->play("sounds/invincible.wav");
invincible_timer.start(TUX_INVINCIBLE_TIME);
- Sector::current()->play_music(HERRING_MUSIC);
+ Sector::current()->play_music(HERRING_MUSIC);
}
/* Kill Player! */
return;
if(!completely && (safe_timer.started() || invincible_timer.started()))
- return;
-
+ return;
+
sound_manager->play("sounds/hurt.wav");
physic.set_velocity_x(0);
for (int i = 0; (i < 5) && (i < player_status->coins); i++)
{
// the numbers: starting x, starting y, velocity y
- Sector::current()->add_object(new FallingCoin(get_pos() +
- Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
+ Sector::current()->add_object(new FallingCoin(get_pos() +
+ Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
systemRandom.rand(-100,100)));
}
physic.enable_gravity(true);
set_pos(Vector(0, get_pos().y));
}
- /* Keep in-bounds, vertically: */
+ /* fallen out of the level? */
if (get_pos().y > Sector::current()->get_height()) {
kill(true);
return;
}
- bool adjust = false;
// 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));
- adjust = true;
}
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));
- adjust = true;
- }
-
- if(adjust) {
- // FIXME
-#if 0
- // squished now?
- if(collision_object_map(bbox)) {
- kill(KILL);
- return;
- }
-#endif
}
}
void
Player::add_velocity(const Vector& velocity, const Vector& end_speed)
{
- if (end_speed.x > 0) physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
- if (end_speed.x < 0) physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
- if (end_speed.y > 0) physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
- if (end_speed.y < 0) physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
+ if (end_speed.x > 0)
+ physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
+ if (end_speed.x < 0)
+ physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
+ if (end_speed.y > 0)
+ physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
+ if (end_speed.y < 0)
+ physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
}
void
void
Player::deactivate()
{
- if (deactivated) return;
+ if (deactivated)
+ return;
deactivated = true;
physic.set_velocity_x(0);
physic.set_velocity_y(0);
void
Player::activate()
{
- if (!deactivated) return;
+ if (!deactivated)
+ return;
deactivated = false;
}
void
Player::set_ghost_mode(bool enable)
{
- if (ghost_mode == enable) return;
+ if (ghost_mode == enable)
+ return;
+
if (enable) {
ghost_mode = true;
set_group(COLGROUP_DISABLED);
log_debug << "You feel solid again." << std::endl;
}
}
-