-// $Id$
-//
// 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 <typeinfo>
-#include <cmath>
-#include <iostream>
-#include <cassert>
+#include "object/player.hpp"
-#include "gettext.hpp"
-#include "sprite/sprite_manager.hpp"
#include "audio/sound_manager.hpp"
-#include "player.hpp"
-#include "tile.hpp"
-#include "sprite/sprite.hpp"
-#include "sector.hpp"
-#include "resources.hpp"
-#include "statistics.hpp"
-#include "game_session.hpp"
-#include "object/tilemap.hpp"
+#include "badguy/badguy.hpp"
+#include "control/input_manager.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/bullet.hpp"
-#include "trigger/trigger_base.hpp"
-#include "control/joystickkeyboardcontroller.hpp"
-#include "scripting/squirrel_util.hpp"
-#include "main.hpp"
-#include "platform.hpp"
-#include "badguy/badguy.hpp"
-#include "player_status.hpp"
-#include "log.hpp"
-#include "falling_coin.hpp"
-#include "random_generator.hpp"
#include "object/sprite_particle.hpp"
+#include "scripting/squirrel_util.hpp"
+#include "supertux/game_session.hpp"
+#include "supertux/globals.hpp"
+#include "supertux/sector.hpp"
+#include "supertux/tile.hpp"
#include "trigger/climbable.hpp"
+#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;
-/// time before idle animation starts
-static const float IDLE_TIME = 2.5f;
+
+/** 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 */
+/** acceleration in horizontal direction when running */
static const float RUN_ACCELERATION_X = 400;
/** acceleration when skidding */
static const float SKID_XM = 200;
/** 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 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) */
the apex of the jump is reached */
static const float JUMP_EARLY_APEX_FACTOR = 3.0;
-namespace{
- bool no_water = true;
+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;
}
-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), climbing(0)
+Player::Player(PlayerStatus* _player_status, const std::string& name_) :
+ deactivated(),
+ controller(),
+ scripting_controller(),
+ player_status(_player_status),
+ duck(),
+ dead(),
+ dying(),
+ winning(),
+ 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();
- sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
- airarrow.reset(new Surface("images/engine/hud/airarrow.png"));
-
- sound_manager->preload("sounds/bigjump.wav");
- sound_manager->preload("sounds/jump.wav");
- sound_manager->preload("sounds/hurt.wav");
- sound_manager->preload("sounds/skid.wav");
- sound_manager->preload("sounds/flip.wav");
- sound_manager->preload("sounds/invincible_start.ogg");
- sound_manager->preload("sounds/splash.ogg");
+ this->name = name_;
+ controller = InputManager::current()->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
+ // constructor
+ sprite = SpriteManager::current()->create("images/creatures/tux/tux.sprite");
+ airarrow = Surface::create("images/engine/hud/airarrow.png");
+ idle_timer.start(IDLE_TIME[0]/1000.0f);
+
+ SoundManager::current()->preload("sounds/bigjump.wav");
+ SoundManager::current()->preload("sounds/jump.wav");
+ SoundManager::current()->preload("sounds/hurt.wav");
+ SoundManager::current()->preload("sounds/kill.wav");
+ SoundManager::current()->preload("sounds/skid.wav");
+ SoundManager::current()->preload("sounds/flip.wav");
+ SoundManager::current()->preload("sounds/invincible_start.ogg");
+ SoundManager::current()->preload("sounds/splash.ogg");
init();
}
Player::~Player()
{
if (climbing) stop_climbing(*climbing);
- delete sprite;
- delete scripting_controller;
}
void
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;
deactivated = false;
backflipping = false;
backflip_direction = 0;
+ sprite->set_angle(0.0f);
visible = true;
swimming = false;
+ on_ice = false;
+ ice_this_frame = false;
speedlimit = 0; //no special limit
on_ground_flag = false;
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
if (name.empty())
return;
- Scripting::unexpose_object(vm, table_idx, name);
+ scripting::unexpose_object(vm, table_idx, name);
}
float
}
void
-Player::set_controller(Controller* controller)
+Player::set_controller(Controller* controller_)
{
- this->controller = controller;
+ this->controller = controller_;
}
-void
+void
+Player::set_winning()
+{
+ if( ! is_winning() ){
+ winning = true;
+ invincible_timer.start(10000.0f);
+ }
+}
+
+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;
}
}
-void
+void
Player::do_scripting_controller(std::string control, bool pressed)
{
for(int i = 0; Controller::controlNames[i] != 0; ++i) {
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;
Player::trigger_sequence(std::string sequence_name)
{
if (climbing) stop_climbing(*climbing);
+ backflipping = false;
+ backflip_direction = 0;
+ sprite->set_angle(0.0f);
GameSession::current()->start_sequence(sequence_name);
}
no_water = true;
if(dying && dying_timer.check()) {
+ set_bonus(NO_BONUS, true);
dead = true;
return;
}
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
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
- 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...
// check if we landed
if(on_ground()) {
jumping = false;
- if (backflipping && (!backflip_timer.started())) {
+ 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)
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){
grabbed_object = NULL;
}
+ if(!ice_this_frame && on_ground())
+ on_ice = false;
+
on_ground_flag = false;
+ ice_this_frame = false;
// when invincible, spawn particles
- if (invincible_timer.started() && !dying)
+ 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);
- // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
- if (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) {
- // make every other a longer sparkle to make trail a bit fuzzy
- if (size_t(game_time*20)%2) {
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
- } else {
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
- }
- } else {
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
- }
+ 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));
}
}
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
if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
physic.set_velocity_x(0);
physic.set_acceleration_x(0);
- } else if(physic.get_velocity_x() < 0) {
- physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5);
+ } else {
+ float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
+ if(physic.get_velocity_x() < 0) {
+ physic.set_acceleration_x(friction);
} else if(physic.get_velocity_x() > 0) {
- physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
+ physic.set_acceleration_x(-friction);
+ } // no friction for physic.get_velocity_x() == 0
}
}
}
}
- // 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) {
//Check speedlimit.
if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
- vx = dirsign * speedlimit;
- ax = 0;
+ vx = dirsign * speedlimit;
+ ax = 0;
}
// changing directions?
// let's skid!
if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
skidding_timer.start(SKID_TIME);
- sound_manager->play("sounds/skid.wav");
+ SoundManager::current()->play("sounds/skid.wav");
// dust some particles
Sector::current()->add_object(
new Particles(
}
}
+ if(on_ice) {
+ ax *= ICE_ACCELERATION_MULTIPLIER;
+ }
+
physic.set_velocity(vx, vy);
physic.set_acceleration(ax, ay);
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 {
backflip_direction = (dir == LEFT)?(+1):(-1);
backflipping = true;
do_jump(-580);
- sound_manager->play("sounds/flip.wav");
- backflip_timer.start(0.15f);
+ SoundManager::current()->play("sounds/flip.wav");
+ backflip_timer.start(TUX_BACKFLIP_TIME);
}
void
// play sound
if (is_big()) {
- sound_manager->play("sounds/bigjump.wav");
+ SoundManager::current()->play("sounds/bigjump.wav");
} else {
- sound_manager->play("sounds/jump.wav");
+ SoundManager::current()->play("sounds/jump.wav");
}
}
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
Player::handle_vertical_input()
{
// Press jump key
- if(controller->pressed(Controller::JUMP) && (can_jump)) {
+ if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
+ 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();
+ 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);
}
/* Peeking */
- if( controller->released( Controller::PEEK_LEFT ) ) {
+ if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
peekingX = AUTO;
}
- if( controller->released( Controller::PEEK_RIGHT ) ) {
- peekingX = AUTO;
- }
- if( controller->released( Controller::PEEK_UP ) ) {
- peekingY = AUTO;
- }
- if( controller->released( Controller::PEEK_DOWN ) ) {
+ if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
peekingY = AUTO;
}
if( controller->pressed( Controller::PEEK_LEFT ) ) {
if (!backflipping) handle_horizontal_input();
/* Jump/jumping? */
- if (on_ground() && !controller->hold(Controller::JUMP))
+ if (on_ground())
can_jump = true;
/* Handle vertical movement: */
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);
}
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_tiles(dest_, true)) {
+ 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;
}
}
+
+ /* stop backflipping at will */
+ if( backflipping && ( !controller->hold(Controller::JUMP) && !backflip_timer.started()) ){
+ backflipping = false;
+ backflip_direction = 0;
+ sprite->set_angle(0.0f);
+ }
+}
+
+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);
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;
}
}
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) {
}
void
-Player::set_visible(bool visible)
+Player::set_visible(bool visible_)
{
- this->visible = visible;
- if( visible )
+ this->visible = visible_;
+ if( visible_ )
set_group(COLGROUP_MOVING);
else
set_group(COLGROUP_DISABLED);
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 = "";
+ std::string sa_postfix = "";
+
if (player_status->bonus == GROWUP_BONUS)
sa_prefix = "big";
else if (player_status->bonus == FIRE_BONUS)
else
sa_prefix = "small";
+ if(dir == LEFT)
+ sa_postfix = "-left";
+ else
+ sa_postfix = "-right";
+
/* Set Tux sprite action */
if(dying) {
sprite->set_action("gameover");
}
else if (growing) {
- sprite->set_action_continued((dir == LEFT)?"grow-left":"grow-right");
+ sprite->set_action_continued("grow"+sa_postfix);
// while growing, do not change action
// do_duck() will take care of cancelling growing manually
// update() will take care of cancelling when growing completed
}
else if (climbing) {
- sprite->set_action(sa_prefix+((dir == LEFT)?"-skid-left":"-skid-right"));
+ sprite->set_action(sa_prefix+"-climbing"+sa_postfix);
}
else if (backflipping) {
- sprite->set_action(sa_prefix+((dir == LEFT)?"-backflip-left":"-backflip-right"));
+ sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
}
else if (duck && is_big()) {
- sprite->set_action(sa_prefix+((dir == LEFT)?"-duck-left":"-duck-right"));
+ sprite->set_action(sa_prefix+"-duck"+sa_postfix);
}
else if (skidding_timer.started() && !skidding_timer.check()) {
- sprite->set_action(sa_prefix+((dir == LEFT)?"-skid-left":"-skid-right"));
+ sprite->set_action(sa_prefix+"-skid"+sa_postfix);
}
else if (kick_timer.started() && !kick_timer.check()) {
- sprite->set_action(sa_prefix+((dir == LEFT)?"-kick-left":"-kick-right"));
+ sprite->set_action(sa_prefix+"-kick"+sa_postfix);
}
else if ((wants_buttjump || does_buttjump) && is_big()) {
- sprite->set_action(sa_prefix+((dir == LEFT)?"-buttjump-left":"-buttjump-right"));
+ sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
}
- else if (!on_ground()) {
- sprite->set_action(sa_prefix+((dir == LEFT)?"-jump-left":"-jump-right"));
+ 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) {
-// if(idle_timer.check()) {
-// sprite->set_action(sa_prefix+((dir == LEFT)?"-idle-left":"-idle-right"));
-// } else {
- sprite->set_action(sa_prefix+((dir == LEFT)?"-stand-left":"-stand-right"));
-// }
+ // Determine which idle stage we're at
+ if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
+ idle_stage = 0;
+ idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
+
+ sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
+ }
+ 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_timer.start(IDLE_TIME[idle_stage]/1000.0f);
+
+ if (IDLE_TIME[idle_stage] == 0)
+ sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
+ else
+ sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
+ }
+ else {
+ sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
+ }
}
else {
- sprite->set_action(sa_prefix+((dir == LEFT)?"-walk-left":"-walk-right"));
+ sprite->set_action(sa_prefix+"-walk"+sa_postfix);
}
}
-
-/*
+ /*
// 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)
if( tile_attributes & Tile::WATER ){
swimming = true;
no_water = false;
- sound_manager->play( "sounds/splash.ogg" );
+ SoundManager::current()->play( "sounds/splash.ogg" );
}
}
#endif
+
+ if(tile_attributes & Tile::ICE) {
+ ice_this_frame = true;
+ on_ice = true;
+ }
}
void
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);
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) {
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
}
-#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);
void
Player::make_invincible()
{
- sound_manager->play("sounds/invincible_start.ogg");
+ SoundManager::current()->play("sounds/invincible_start.ogg");
invincible_timer.start(TUX_INVINCIBLE_TIME);
Sector::current()->play_music(HERRING_MUSIC);
}
void
Player::kill(bool completely)
{
- if(dying || deactivated)
+ if(dying || deactivated || is_winning() )
return;
if(!completely && (safe_timer.started() || invincible_timer.started()))
growing = false;
- sound_manager->play("sounds/hurt.wav");
-
if (climbing) stop_climbing(*climbing);
physic.set_velocity_x(0);
if(!completely && is_big()) {
+ SoundManager::current()->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) {
safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
- adjust_height(30.8f);
+ 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);
- adjust_height(30.8f);
+ adjust_height(SMALL_TUX_HEIGHT);
duck = false;
}
} else {
+ SoundManager::current()->play("sounds/kill.wav");
// do not die when in edit mode
if (edit_mode) {
{
// 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);
}
GameSession::current()->set_reset_point("", Vector());
}
physic.enable_gravity(true);
+ physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
+ safe_timer.stop();
+ invincible_timer.stop();
physic.set_acceleration(0, 0);
physic.set_velocity(0, -700);
set_bonus(NO_BONUS, true);
dying_timer.start(3.0);
set_group(COLGROUP_DISABLED);
- DisplayEffect* effect = new DisplayEffect();
- effect->fade_out(3.0);
- Sector::current()->add_object(effect);
- sound_manager->stop_music(3.0);
+ // TODO: need nice way to handle players dying in co-op mode
+ Sector::current()->effect->fade_out(3.0);
+ SoundManager::current()->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;
+ sprite->set_angle(0.0f);
last_ground_y = vector.y;
if (climbing) stop_climbing(*climbing);
}
void
-Player::check_bounds(Camera* camera)
+Player::check_bounds()
{
- /* Keep tux in bounds: */
+ /* Keep tux in sector bounds: */
if (get_pos().x < 0) {
- // Lock Tux to the size of the level, so that he doesn't fall of
- // on the left side
+ // Lock Tux to the size of the level, so that he doesn't fall off
+ // the left side
set_pos(Vector(0, get_pos().y));
}
+ if (get_bbox().get_right() > Sector::current()->get_width()) {
+ // Lock Tux to the size of the level, so that he doesn't fall off
+ // the right side
+ set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
+ }
+
/* fallen out of the level? */
if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
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
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_y(-300);
}
-//Scripting Functions Below
+//scripting Functions Below
void
Player::deactivate()
physic.set_velocity_x(speed);
}
+void Player::set_dir(bool right)
+{
+ dir = right ? RIGHT : LEFT;
+}
+
void
Player::set_ghost_mode(bool enable)
{
}
}
-
void
Player::set_edit_mode(bool enable)
{
edit_mode = enable;
}
-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;
+ 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;
}
physic.set_acceleration(0, 0);
}
-
+/* EOF */