Bug 471: Fix upward release of ice block, and grabbing cleanups.
[supertux.git] / src / object / player.cpp
index d09b97f..77ef593 100644 (file)
@@ -1,5 +1,3 @@
-//  $Id$
-//
 //  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/globals.hpp"
+#include "supertux/sector.hpp"
+#include "supertux/tile.hpp"
 #include "trigger/climbable.hpp"
 
-#include <typeinfo>
-#include <cmath>
-#include <iostream>
-#include <cassert>
+#include <math.h>
 
 //#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) :
+  deactivated(),
+  controller(),
+  scripting_controller(0), 
+  player_status(_player_status), 
+  duck(),
+  dead(),
+  dying(),
+  backflipping(),
+  backflip_direction(),
+  peekingX(),
+  peekingY(),
+  swimming(),
+  speedlimit(),
+  scripting_controller_old(0),
+  jump_early_apex(),
+  on_ice(),
+  ice_this_frame(),
+  dir(),
+  old_dir(),
+  last_ground_y(),
+  fall_mode(),
+  on_ground_flag(),
+  jumping(),
+  can_jump(),
+  jump_button_timer(), 
+  wants_buttjump(),
+  does_buttjump(),
+  invincible_timer(),
+  skidding_timer(),
+  safe_timer(),
+  kick_timer(),
+  shooting_timer(),
+  dying_timer(),
+  growing(),
+  backflip_timer(),
+  physic(),
+  visible(),
+  grabbed_object(NULL), 
+  sprite(),
+  airarrow(),
+  floor_normal(),
+  ghost_mode(false), 
+  edit_mode(false), 
+  unduck_hurt_timer(),
+  idle_timer(),
+  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"));
+  airarrow = Surface::create("images/engine/hud/airarrow.png");
   idle_timer.start(IDLE_TIME[0]/1000.0f);
 
   sound_manager->preload("sounds/bigjump.wav");
   sound_manager->preload("sounds/jump.wav");
   sound_manager->preload("sounds/hurt.wav");
+  sound_manager->preload("sounds/kill.wav");
   sound_manager->preload("sounds/skid.wav");
   sound_manager->preload("sounds/flip.wav");
   sound_manager->preload("sounds/invincible_start.ogg");
@@ -143,8 +173,6 @@ Player::Player(PlayerStatus* _player_status, const std::string& name)
 Player::~Player()
 {
   if (climbing) stop_climbing(*climbing);
-  delete sprite;
-  delete scripting_controller;
 }
 
 void
@@ -194,7 +222,7 @@ Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
   if (name.empty())
     return;
 
-  Scripting::expose_object(vm, table_idx, dynamic_cast<Scripting::Player *>(this), name, false);
+  scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
 }
 
 void
@@ -203,7 +231,7 @@ Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
   if (name.empty())
     return;
 
-  Scripting::unexpose_object(vm, table_idx, name);
+  scripting::unexpose_object(vm, table_idx, name);
 }
 
 float
@@ -227,11 +255,11 @@ Player::set_controller(Controller* controller)
 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;
   }
@@ -250,12 +278,12 @@ Player::do_scripting_controller(std::string control, bool pressed)
 bool
 Player::adjust_height(float new_height)
 {
-  Rect bbox2 = bbox;
+  Rectf bbox2 = bbox;
   bbox2.move(Vector(0, bbox.get_height() - new_height));
   bbox2.set_height(new_height);
 
   if(new_height > bbox.get_height()) {
-    Rect additional_space = bbox2;
+    Rectf additional_space = bbox2;
     additional_space.set_height(new_height - bbox.get_height());
     if(!Sector::current()->is_free_of_statics(additional_space, this, true))
       return false;
@@ -347,9 +375,7 @@ Player::update(float elapsed_time)
   movement = physic.get_movement(elapsed_time);
 
   if(grabbed_object != NULL && !dying) {
-    Vector pos = get_pos() +
-      Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32);
-    grabbed_object->grab(*this, pos, dir);
+    position_grabbed_object();
   }
 
   if(grabbed_object != NULL && dying){
@@ -373,12 +399,12 @@ Player::update(float elapsed_time)
       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));
     }
   }
 
@@ -476,8 +502,8 @@ Player::handle_horizontal_input()
 
   //Check speedlimit.
   if( speedlimit > 0 &&  vx * dirsign >= speedlimit ) {
-      vx = dirsign * speedlimit;
-      ax = 0;
+    vx = dirsign * speedlimit;
+    ax = 0;
   }
 
   // changing directions?
@@ -603,21 +629,23 @@ Player::do_jump(float yspeed) {
 }
 
 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
@@ -628,8 +656,12 @@ Player::handle_vertical_input()
   if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
     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();
+      // jump a little bit if moving in same direction; otherwise, do a backflip
+      if ((physic.get_velocity_x() < 0 && dir == LEFT) || (physic.get_velocity_x() > 0 && dir == 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);
@@ -719,6 +751,7 @@ Player::handle_input()
     if(Sector::current()->add_bullet(
          get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
                       : Vector(32, bbox.get_height()/2)),
+         player_status,
          physic.get_velocity_x(), dir))
       shooting_timer.start(SHOOTING_TIME);
   }
@@ -734,34 +767,59 @@ Player::handle_input()
   try_grab();
 
   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);
-    Rect dest(pos, pos + Vector(32, 32));
-    if(Sector::current()->is_free_of_movingstatics(dest)) {
-      MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
-      if(moving_object) {
-        moving_object->set_pos(pos);
+    MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
+    if(moving_object) {
+      // move the grabbed object a bit away from tux
+      Rectf grabbed_bbox = moving_object->get_bbox();
+      Rectf dest;
+      dest.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
+      dest.p1.y = dest.p2.y - grabbed_bbox.get_height();
+      if(dir == LEFT) {
+        dest.p2.x = bbox.get_left() - 1;
+        dest.p1.x = dest.p2.x - grabbed_bbox.get_width();
       } else {
-        log_debug << "Non MovingObject grabbed?!?" << std::endl;
+        dest.p1.x = bbox.get_right() + 1;
+        dest.p2.x = dest.p1.x + grabbed_bbox.get_width();
       }
-      if(controller->hold(Controller::UP)) {
-        grabbed_object->ungrab(*this, UP);
-      } else {
-        grabbed_object->ungrab(*this, dir);
+      if(Sector::current()->is_free_of_movingstatics(dest)) {
+        moving_object->set_pos(dest.p1);
+        if(controller->hold(Controller::UP)) {
+          grabbed_object->ungrab(*this, UP);
+        } else {
+          grabbed_object->ungrab(*this, dir);
+        }
+        grabbed_object = NULL;
       }
-      grabbed_object = NULL;
+    } else {
+      log_debug << "Non MovingObject grabbed?!?" << std::endl;
     }
   }
 }
 
 void
+Player::position_grabbed_object()
+{
+  MovingObject* moving_object = dynamic_cast<MovingObject*>(grabbed_object);
+  assert(moving_object);
+
+  // Position where we will hold the lower-inner corner
+  Vector pos(get_bbox().get_left() + get_bbox().get_width()/2,
+      get_bbox().get_top() + get_bbox().get_height()*0.66666);
+
+  // Adjust to find the grabbed object's upper-left corner
+  if (dir == LEFT)
+    pos.x -= moving_object->get_bbox().get_width();
+  pos.y -= moving_object->get_bbox().get_height();
+
+  grabbed_object->grab(*this, pos, dir);
+}
+
+void
 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);
@@ -788,7 +846,7 @@ Player::try_grab()
       if(moving_object->get_bbox().contains(pos)) {
         if (climbing) stop_climbing(*climbing);
         grabbed_object = portable;
-        grabbed_object->grab(*this, get_pos(), dir);
+        position_grabbed_object();
         break;
       }
     }
@@ -957,7 +1015,7 @@ Player::draw(DrawingContext& context)
     float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
     float py = Sector::current()->camera->get_translation().y;
     py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
-    context.draw_surface(airarrow.get(), Vector(px, py), LAYER_HUD - 1);
+    context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1);
   }
 
   std::string sa_prefix = "";
@@ -1020,7 +1078,7 @@ Player::draw(DrawingContext& context)
       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);
 
@@ -1038,16 +1096,15 @@ Player::draw(DrawingContext& context)
     }
   }
 
-
-/*
+  /*
   // 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)
@@ -1102,15 +1159,16 @@ Player::collision_solid(const CollisionHit& hit)
       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));
+      Sector::current()->camera->shake(.1f, 0, 5);
     }
 
   } else if(hit.top) {
@@ -1143,9 +1201,7 @@ Player::collision(GameObject& other, const CollisionHit& hit)
   if(hit.left || hit.right) {
     try_grab(); //grab objects right now, in update it will be too late
   }
-#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);
@@ -1188,15 +1244,15 @@ Player::kill(bool completely)
 
   growing = false;
 
-  sound_manager->play("sounds/hurt.wav");
-
   if (climbing) stop_climbing(*climbing);
 
   physic.set_velocity_x(0);
 
   if(!completely && is_big()) {
+    sound_manager->play("sounds/hurt.wav");
+
     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) {
@@ -1211,6 +1267,7 @@ Player::kill(bool completely)
       duck = false;
     }
   } else {
+    sound_manager->play("sounds/kill.wav");
 
     // do not die when in edit mode
     if (edit_mode) {
@@ -1224,8 +1281,8 @@ Player::kill(bool completely)
       {
         // 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);
     }
@@ -1292,8 +1349,8 @@ Player::check_bounds(Camera* camera)
   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));
   }
 }
 
@@ -1331,7 +1388,7 @@ Player::bounce(BadGuy& )
     physic.set_velocity_y(-300);
 }
 
-//Scripting Functions Below
+//scripting Functions Below
 
 void
 Player::deactivate()
@@ -1380,7 +1437,6 @@ Player::set_ghost_mode(bool enable)
   }
 }
 
-
 void
 Player::set_edit_mode(bool enable)
 {
@@ -1461,4 +1517,4 @@ Player::handle_input_climbing()
   physic.set_acceleration(0, 0);
 }
 
-
+/* EOF */