#include "audio/sound_manager.hpp"
#include "badguy/badguy.hpp"
-#include "control/joystickkeyboardcontroller.hpp"
+#include "control/input_manager.hpp"
#include "math/random_generator.hpp"
#include "object/bullet.hpp"
#include "object/camera.hpp"
/** 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 */
+/** acceleration in horizontal direction when running */
static const float RUN_ACCELERATION_X = 400;
/** acceleration when skidding */
static const float SKID_XM = 200;
Player::Player(PlayerStatus* _player_status, const std::string& name) :
deactivated(),
controller(),
- scripting_controller(0),
- player_status(_player_status),
+ scripting_controller(),
+ player_status(_player_status),
duck(),
dead(),
dying(),
+ winning(),
backflipping(),
backflip_direction(),
peekingX(),
on_ground_flag(),
jumping(),
can_jump(),
- jump_button_timer(),
+ jump_button_timer(),
wants_buttjump(),
does_buttjump(),
invincible_timer(),
backflip_timer(),
physic(),
visible(),
- grabbed_object(NULL),
+ grabbed_object(NULL),
sprite(),
airarrow(),
floor_normal(),
- ghost_mode(false),
- edit_mode(false),
+ ghost_mode(false),
+ edit_mode(false),
unduck_hurt_timer(),
idle_timer(),
idle_stage(0),
climbing(0)
{
this->name = name;
- controller = g_jk_controller->get_main_controller();
+ controller = g_input_manager->get_controller();
scripting_controller.reset(new CodeController());
// if/when we have complete penny gfx, we can
// load those instead of Tux's sprite in the
deactivated = false;
backflipping = false;
backflip_direction = 0;
+ sprite->set_angle(0.0f);
visible = true;
swimming = false;
on_ice = false;
}
}
-void
+void
Player::use_scripting_controller(bool use_or_release)
{
if ((use_or_release == true) && (controller != scripting_controller.get())) {
}
}
-void
+void
Player::do_scripting_controller(std::string control, bool pressed)
{
for(int i = 0; Controller::controlNames[i] != 0; ++i) {
if (climbing) stop_climbing(*climbing);
backflipping = false;
backflip_direction = 0;
+ sprite->set_angle(0.0f);
GameSession::current()->start_sequence(sequence_name);
}
if(!dying && !deactivated)
handle_input();
+/*
// handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
if (deactivated)
apply_friction();
+*/
// extend/shrink tux collision rectangle so that we fall through/walk over 1
// tile holes
}
// on downward slopes, adjust vertical velocity so tux walks smoothly down
- if (on_ground()) {
+ if (on_ground() && !dying) {
if(floor_normal.y != 0) {
if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
physic.set_velocity_y(250);
}
// handle backflipping
- if (backflipping) {
+ if (backflipping && !dying) {
//prevent player from changing direction when backflipping
dir = (backflip_direction == 1) ? LEFT : RIGHT;
if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
+ //rotate sprite during flip
+ sprite->set_angle(sprite->get_angle() + (dir==LEFT?1:-1) * elapsed_time * (360.0f / 0.5f));
}
// set fall mode...
if (backflipping && (backflip_timer.get_timegone() > 0.15f)) {
backflipping = false;
backflip_direction = 0;
+ sprite->set_angle(0.0f);
// if controls are currently deactivated, we take care of standing up ourselves
if (deactivated)
Vector ppos = Vector(px, py);
Vector pspeed = Vector(0, 0);
Vector paccel = Vector(0, 0);
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
+ 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
}
void
-Player::early_jump_apex()
+Player::early_jump_apex()
{
if (!jump_early_apex)
{
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)))
+ if ((physic.get_velocity_x() != 0) ||
+ (controller->hold(Controller::LEFT)) ||
+ (controller->hold(Controller::RIGHT)))
{
do_jump(-300);
}
- else
+ else
{
do_backflip();
}
if( backflipping && ( !controller->hold(Controller::JUMP) && !backflip_timer.started()) ){
backflipping = false;
backflip_direction = 0;
+ sprite->set_angle(0.0f);
}
}
else if ((wants_buttjump || does_buttjump) && is_big()) {
sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
}
- else if (!on_ground()) {
- sprite->set_action(sa_prefix+"-jump"+sa_postfix);
+ else if (!on_ground() || fall_mode != ON_GROUND) {
+ if(physic.get_velocity_x() != 0 || fall_mode != ON_GROUND) {
+ sprite->set_action(sa_prefix+"-jump"+sa_postfix);
+ }
}
else {
if (fabsf(physic.get_velocity_x()) < 1.0f) {
on_ground_flag = true;
floor_normal = hit.slope_normal;
- // Butt Jump landed
+ // Butt Jump landed
if (does_buttjump) {
does_buttjump = false;
physic.set_velocity_y(-300);
adjust_height(SMALL_TUX_HEIGHT);
duck = false;
backflipping = false;
+ sprite->set_angle(0.0f);
set_bonus(NO_BONUS, true);
} else if(player_status->bonus == NO_BONUS) {
safe_timer.start(TUX_SAFE_TIME);
set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
duck = false;
backflipping = false;
+ sprite->set_angle(0.0f);
last_ground_y = vector.y;
if (climbing) stop_climbing(*climbing);
physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
}
-Vector
+Vector
Player::get_velocity()
{
return physic.get_velocity();
physic.set_velocity_x(speed);
}
+void Player::set_dir(bool right)
+{
+ dir = right ? RIGHT : LEFT;
+}
+
void
Player::set_ghost_mode(bool enable)
{
edit_mode = enable;
}
-void
+void
Player::start_climbing(Climbable& climbable)
{
if (climbing || !&climbable) return;
if (backflipping) {
backflipping = false;
backflip_direction = 0;
+ sprite->set_angle(0.0f);
}
}
-void
+void
Player::stop_climbing(Climbable& /*climbable*/)
{
if (!climbing) return;
climbing = 0;
- if (grabbed_object) {
+ if (grabbed_object) {
grabbed_object->ungrab(*this, dir);
grabbed_object = NULL;
}
if (can_jump) {
stop_climbing(*climbing);
return;
- }
+ }
} else {
can_jump = true;
}