-// $Id$
-//
// SuperTux
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-#include <config.h>
-#include "player.hpp"
+#include "object/player.hpp"
#include "audio/sound_manager.hpp"
#include "badguy/badguy.hpp"
-#include "control/codecontroller.hpp"
#include "control/joystickkeyboardcontroller.hpp"
-#include "display_effect.hpp"
-#include "log.hpp"
-#include "falling_coin.hpp"
-#include "game_session.hpp"
-#include "gettext.hpp"
-#include "main.hpp"
+#include "math/random_generator.hpp"
#include "object/bullet.hpp"
#include "object/camera.hpp"
+#include "object/display_effect.hpp"
+#include "object/falling_coin.hpp"
+#include "object/particles.hpp"
#include "object/portable.hpp"
#include "object/sprite_particle.hpp"
-#include "object/tilemap.hpp"
-#include "particles.hpp"
-#include "player_status.hpp"
-#include "random_generator.hpp"
-#include "sector.hpp"
#include "scripting/squirrel_util.hpp"
-#include "sprite/sprite.hpp"
-#include "sprite/sprite_manager.hpp"
-#include "tile.hpp"
+#include "supertux/game_session.hpp"
+#include "supertux/main.hpp"
+#include "supertux/sector.hpp"
+#include "supertux/tile.hpp"
#include "trigger/climbable.hpp"
-#include <typeinfo>
#include <cmath>
-#include <iostream>
-#include <cassert>
//#define SWIMMING
namespace {
- static const int TILES_FOR_BUTTJUMP = 3;
- static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
- static const float SHOOTING_TIME = .150f;
-
- /** number of idle stages, including standing */
- static const unsigned int IDLE_STAGE_COUNT = 5;
- /**
- * how long to play each idle animation in milliseconds
- * '0' means the sprite action is played once before moving onto the next
- * animation
- */
- static const int IDLE_TIME[] = { 5000, 0, 2500, 0, 2500 };
- /** idle stages */
- static const std::string IDLE_STAGES[] =
- { "stand",
- "idle",
- "stand",
- "idle",
- "stand" };
-
- /** acceleration in horizontal direction when walking
- * (all accelerations are in pixel/s^2) */
- static const float WALK_ACCELERATION_X = 300;
- /** acceleration in horizontal direction when running */
- static const float RUN_ACCELERATION_X = 400;
- /** acceleration when skidding */
- static const float SKID_XM = 200;
- /** time of skidding in seconds */
- static const float SKID_TIME = .3f;
- /** maximum walk velocity (pixel/s) */
- static const float MAX_WALK_XM = 230;
- /** maximum run velocity (pixel/s) */
- static const float MAX_RUN_XM = 320;
- /** maximum horizontal climb velocity */
- static const float MAX_CLIMB_XM = 48;
- /** maximum vertical climb velocity */
- static const float MAX_CLIMB_YM = 128;
- /** instant velocity when tux starts to walk */
- static const float WALK_SPEED = 100;
-
- /** multiplied by WALK_ACCELERATION to give friction */
- static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
- /** multiplied by WALK_ACCELERATION to give friction */
- static const float ICE_FRICTION_MULTIPLIER = 0.1f;
- static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
-
- /** time of the kick (kicking mriceblock) animation */
- static const float KICK_TIME = .3f;
- /** time of tux cheering (currently unused) */
- static const float CHEER_TIME = 1.0f;
-
- /** if Tux cannot unduck for this long, he will get hurt */
- static const float UNDUCK_HURT_TIME = 0.25f;
- /** gravity is higher after the jump key is released before
- the apex of the jump is reached */
- static const float JUMP_EARLY_APEX_FACTOR = 3.0;
-
- 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) */
-
- bool no_water = true;
+static const int TILES_FOR_BUTTJUMP = 3;
+static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
+static const float SHOOTING_TIME = .150f;
+
+/** number of idle stages, including standing */
+static const unsigned int IDLE_STAGE_COUNT = 5;
+/**
+ * how long to play each idle animation in milliseconds
+ * '0' means the sprite action is played once before moving onto the next
+ * animation
+ */
+static const int IDLE_TIME[] = { 5000, 0, 2500, 0, 2500 };
+/** idle stages */
+static const std::string IDLE_STAGES[] =
+{ "stand",
+ "idle",
+ "stand",
+ "idle",
+ "stand" };
+
+/** acceleration in horizontal direction when walking
+ * (all accelerations are in pixel/s^2) */
+static const float WALK_ACCELERATION_X = 300;
+/** acceleration in horizontal direction when running */
+static const float RUN_ACCELERATION_X = 400;
+/** acceleration when skidding */
+static const float SKID_XM = 200;
+/** time of skidding in seconds */
+static const float SKID_TIME = .3f;
+/** maximum walk velocity (pixel/s) */
+static const float MAX_WALK_XM = 230;
+/** maximum run velocity (pixel/s) */
+static const float MAX_RUN_XM = 320;
+/** maximum horizontal climb velocity */
+static const float MAX_CLIMB_XM = 48;
+/** maximum vertical climb velocity */
+static const float MAX_CLIMB_YM = 128;
+/** instant velocity when tux starts to walk */
+static const float WALK_SPEED = 100;
+
+/** multiplied by WALK_ACCELERATION to give friction */
+static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
+/** multiplied by WALK_ACCELERATION to give friction */
+static const float ICE_FRICTION_MULTIPLIER = 0.1f;
+static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
+
+/** time of the kick (kicking mriceblock) animation */
+static const float KICK_TIME = .3f;
+/** time of tux cheering (currently unused) */
+static const float CHEER_TIME = 1.0f;
+
+/** if Tux cannot unduck for this long, he will get hurt */
+static const float UNDUCK_HURT_TIME = 0.25f;
+/** gravity is higher after the jump key is released before
+ the apex of the jump is reached */
+static const float JUMP_EARLY_APEX_FACTOR = 3.0;
+
+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) */
+
+bool no_water = true;
}
-Player::Player(PlayerStatus* _player_status, const std::string& name)
- : scripting_controller(0),
- player_status(_player_status),
- scripting_controller_old(0),
- grabbed_object(NULL), ghost_mode(false), edit_mode(false), idle_stage(0),
- climbing(0)
+Player::Player(PlayerStatus* _player_status, const std::string& name) :
+ scripting_controller(0),
+ player_status(_player_status),
+ scripting_controller_old(0),
+ grabbed_object(NULL),
+ ghost_mode(false),
+ edit_mode(false),
+ idle_stage(0),
+ climbing(0)
{
this->name = name;
- controller = main_controller;
- scripting_controller = new CodeController();
+ controller = g_main_controller;
+ scripting_controller.reset(new CodeController());
sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
airarrow.reset(new Surface("images/engine/hud/airarrow.png"));
idle_timer.start(IDLE_TIME[0]/1000.0f);
Player::~Player()
{
if (climbing) stop_climbing(*climbing);
- delete sprite;
- delete scripting_controller;
}
void
void
Player::use_scripting_controller(bool use_or_release)
{
- if ((use_or_release == true) && (controller != scripting_controller)) {
+ if ((use_or_release == true) && (controller != scripting_controller.get())) {
scripting_controller_old = get_controller();
- set_controller(scripting_controller);
+ set_controller(scripting_controller.get());
}
- if ((use_or_release == false) && (controller == scripting_controller)) {
+ if ((use_or_release == false) && (controller == scripting_controller.get())) {
set_controller(scripting_controller_old);
scripting_controller_old = 0;
}
Vector pspeed = Vector(0, 0);
Vector paccel = Vector(0, 0);
Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
- // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
- (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
- // make every other a longer sparkle to make trail a bit fuzzy
- (size_t(game_time*20)%2) ? "small" : "medium"
- :
- "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+ // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
+ (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
+ // make every other a longer sparkle to make trail a bit fuzzy
+ (size_t(game_time*20)%2) ? "small" : "medium"
+ :
+ "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
}
}
//Check speedlimit.
if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
- vx = dirsign * speedlimit;
- ax = 0;
+ vx = dirsign * speedlimit;
+ ax = 0;
}
// changing directions?
}
void
-Player::early_jump_apex() {
- if(jump_early_apex) {
- return;
+Player::early_jump_apex()
+{
+ if (!jump_early_apex)
+ {
+ jump_early_apex = true;
+ physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
}
- jump_early_apex = true;
- physic.set_gravity(physic.get_gravity() * JUMP_EARLY_APEX_FACTOR);
-};
+}
void
-Player::do_jump_apex() {
- if(!jump_early_apex) {
- return;
+Player::do_jump_apex()
+{
+ if (jump_early_apex)
+ {
+ jump_early_apex = false;
+ physic.set_gravity_modifier(1.0f);
}
- jump_early_apex = false;
- physic.set_gravity(physic.get_gravity() / JUMP_EARLY_APEX_FACTOR);
}
void
jump_button_timer.stop();
if (duck) {
// when running, only jump a little bit; else do a backflip
- if ((physic.get_velocity_x() != 0) || (controller->hold(Controller::LEFT)) || (controller->hold(Controller::RIGHT))) do_jump(-300); else do_backflip();
+ if ((physic.get_velocity_x() != 0) ||
+ (controller->hold(Controller::LEFT)) ||
+ (controller->hold(Controller::RIGHT)))
+ {
+ 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);
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);
+ 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);
Player::try_grab()
{
if(controller->hold(Controller::ACTION) && !grabbed_object
- && !duck) {
- Sector* sector = Sector::current();
+ && !duck) {
+ Sector* sector = Sector::current();
Vector pos;
if(dir == LEFT) {
pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
idle_stage++;
if (idle_stage >= IDLE_STAGE_COUNT)
- idle_stage = 1;
+ idle_stage = 1;
idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
}
}
-
-/*
+ /*
// Tux is holding something
if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
- (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
- if (duck) {
- } else {
- }
+ (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
+ if (duck) {
+ } else {
+ }
}
-*/
+ */
/* Draw Tux */
if (safe_timer.started() && size_t(game_time*40)%2)
physic.set_velocity_y(-300);
on_ground_flag = false;
Sector::current()->add_object(new Particles(
- Vector(get_bbox().p2.x, get_bbox().p2.y),
- 270+20, 270+40,
- Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
- LAYER_OBJECTS+1));
+ Vector(get_bbox().p2.x, get_bbox().p2.y),
+ 270+20, 270+40,
+ Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
+ LAYER_OBJECTS+1));
Sector::current()->add_object(new Particles(
- Vector(get_bbox().p1.x, get_bbox().p2.y),
- 90-40, 90-20,
- Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
- LAYER_OBJECTS+1));
+ Vector(get_bbox().p1.x, get_bbox().p2.y),
+ 90-40, 90-20,
+ Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
+ LAYER_OBJECTS+1));
}
} else if(hit.top) {
if(!completely && is_big()) {
if(player_status->bonus == FIRE_BONUS
- || player_status->bonus == ICE_BONUS) {
+ || player_status->bonus == ICE_BONUS) {
safe_timer.start(TUX_SAFE_TIME);
set_bonus(GROWUP_BONUS, true);
} else if(player_status->bonus == GROWUP_BONUS) {
{
// 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(systemRandom.rand(5), systemRandom.rand(-32,18)),
+ systemRandom.rand(-100,100)));
}
player_status->coins -= std::max(player_status->coins/10, 25);
}
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));
+ camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
+ get_pos().y));
}
}
}
}
-
void
Player::set_edit_mode(bool enable)
{
physic.set_acceleration(0, 0);
}
-
+/* EOF */