cape_right[2], cape_left[2],
bigcape_right[2], bigcape_left[2];
+void player_input_init(player_input_type* pplayer_input)
+{
+ pplayer_input->down = UP;
+ pplayer_input->fire = UP;
+ pplayer_input->left = UP;
+ pplayer_input->old_fire = UP;
+ pplayer_input->right = UP;
+ pplayer_input->up = UP;
+}
+
void player_init(player_type* pplayer)
{
pplayer->base.width = 32;
pplayer->base.y = 240;
pplayer->base.xm = 0;
pplayer->base.ym = 0;
+ pplayer->old_base = pplayer->base;
pplayer->dir = RIGHT;
pplayer->duck = NO;
pplayer->frame_main = 0;
pplayer->frame = 0;
pplayer->lives = 3;
+ pplayer->score = 0;
+ pplayer->distros = 0;
- pplayer->input.down = UP;
- pplayer->input.fire = UP;
- pplayer->input.left = UP;
- pplayer->input.old_fire = UP;
- pplayer->input.right = UP;
- pplayer->input.up = UP;
+ player_input_init(&pplayer->input);
pplayer->keymap.jump = SDLK_UP;
pplayer->keymap.duck = SDLK_DOWN;
pplayer->keymap.right = SDLK_RIGHT;
pplayer->keymap.fire = SDLK_LCTRL;
- timer_init(&pplayer->invincible_timer);
- timer_init(&pplayer->skidding_timer);
- timer_init(&pplayer->safe_timer);
+ timer_init(&pplayer->invincible_timer,YES);
+ timer_init(&pplayer->skidding_timer,YES);
+ timer_init(&pplayer->safe_timer,YES);
+ timer_init(&pplayer->frame_timer,YES);
+ physic_init(&pplayer->hphysic);
+ physic_init(&pplayer->vphysic);
}
int player_key_event(player_type* pplayer, SDLKey key, int state)
pplayer->base.y = 240;
pplayer->base.xm = 0;
pplayer->base.ym = 0;
+ pplayer->old_base = pplayer->base;
- pplayer->input.down = UP;
- pplayer->input.fire = UP;
- pplayer->input.left = UP;
- pplayer->input.old_fire = UP;
- pplayer->input.right = UP;
- pplayer->input.up = UP;
+ player_input_init(&pplayer->input);
- timer_init(&pplayer->invincible_timer);
- timer_init(&pplayer->skidding_timer);
- timer_init(&pplayer->safe_timer);
+ timer_init(&pplayer->invincible_timer,YES);
+ timer_init(&pplayer->skidding_timer,YES);
+ timer_init(&pplayer->safe_timer,YES);
+ timer_init(&pplayer->frame_timer,YES);
+ physic_init(&pplayer->hphysic);
+ physic_init(&pplayer->vphysic);
}
void player_action(player_type* pplayer)
{
+ int i, jumped_in_solid;
+ jumped_in_solid = NO;
+
/* --- HANDLE TUX! --- */
player_input(pplayer);
/* Move tux: */
- pplayer->base.x= pplayer->base.x+ pplayer->base.xm * frame_ratio;
- pplayer->base.y = pplayer->base.y + pplayer->base.ym * frame_ratio;
+ pplayer->previous_base = pplayer->base;
+
+ pplayer->base.x += pplayer->base.xm * frame_ratio;
+ pplayer->base.y += pplayer->base.ym * frame_ratio;
+
+ collision_swept_object_map(&pplayer->old_base,&pplayer->base);
player_keep_in_bounds(pplayer);
if (!pplayer->dying)
{
- /* FIXME: this code is COMPLETLY broken!!! */
- /* if (issolid(pplayer->base.x, pplayer->base.y + 31) &&
- !issolid(pplayer->base.x- pplayer->base.xm, pplayer->base.y + 31))
- {
- while (issolid(pplayer->base.x, pplayer->base.y + 31))
- {
- if (pplayer->base.xm < 0)
- pplayer->base.x++;
- else if (pplayer->base.xm > 0)
- pplayer->base.x--;
- }
-
- pplayer->base.xm = 0;
- }*/
-
- /*if (issolid(pplayer->base.x, pplayer->base.y) &&
- !issolid(pplayer->base.x- pplayer->base.xm, pplayer->base.y))
- {
- while (issolid(pplayer->base.x, (pplayer->base.y)))
- {
- if (pplayer->base.xm < 0)
- pplayer->base.x++;
- else if (pplayer->base.xm > 0)
- pplayer->base.x--;
- }
-
- pplayer->base.xm = 0;
- }*/
-
- if (issolid(pplayer->base.x, pplayer->base.y + 31))
- {
- /* Set down properly: */
-
- int debug_int = 0;
- while (issolid(pplayer->base.x, pplayer->base.y + 31))
- {
- ++debug_int;
- if(debug_int > 32)
- {
- DEBUG_MSG("FIXME - UNDER certain circumstances I'm hanging in a loop here!");
- /*the circumstances are:
- issolid() is true and base.ym == 0
- use of floating point varibles for base stuff*/
- break;
- }
- if (pplayer->base.ym < 0)
- pplayer->base.y++;
- else if (pplayer->base.ym > 0)
- pplayer->base.y--;
- }
-
-
- /* Reset score multiplier (for multi-hits): */
-
- if (pplayer->base.ym > 0)
- score_multiplier = 1;
-
-
- /* Stop jumping! */
-
- pplayer->base.ym = 0;
- pplayer->jumping = NO;
- pplayer->input.up = UP;
- }
- /* FIXME: this code is COMPLETLY broken!!! */
- /*if (issolid(pplayer->base.x, pplayer->base.y) ||
- (pplayer->size == BIG && !pplayer->duck &&
- (issolid(pplayer->base.x, pplayer->base.y - 32))))
- {*/
- /*if (!issolid(pplayer->base.x- pplayer->base.xm, pplayer->base.y) &&
- (pplayer->size == SMALL || pplayer->duck ||
- !issolid(pplayer->base.x- pplayer->base.xm, pplayer->base.y - 32)))*/
-
- if (((!issolid(pplayer->base.x, pplayer->base.y- pplayer->base.ym * frame_ratio) && (issolid(pplayer->base.x, pplayer->base.y) || issolid(pplayer->base.x, pplayer->base.y+31))))
- ||((!issolid(pplayer->base.x - pplayer->base.xm * frame_ratio, pplayer->base.y) && (issolid(pplayer->base.x, pplayer->base.y) || issolid(pplayer->base.x+32, pplayer->base.y)))))
- /*(pplayer->size == SMALL || pplayer->duck ||
- !issolid(pplayer->base.x- pplayer->base.xm, pplayer->base.y - 32))*/
- {
- pplayer->base.y = pplayer->base.y- pplayer->base.ym * frame_ratio;
- pplayer->base.ym = 0;
- }
-
- if (((issolid(pplayer->base.x, pplayer->base.y) || issolid(pplayer->base.x+32, pplayer->base.y)) && (!issolid(pplayer->base.x - pplayer->base.xm * frame_ratio, pplayer->base.y))
- /*(pplayer->size == SMALL || pplayer->duck ||
- !issolid(pplayer->base.x- pplayer->base.xm, pplayer->base.y - 32))*/) ||
- (!issolid(pplayer->base.x - pplayer->base.xm * frame_ratio, pplayer->base.y+pplayer->base.height) && (issolid(pplayer->base.x, pplayer->base.y+pplayer->base.height) || issolid(pplayer->base.x +32, pplayer->base.y+pplayer->base.height))))
- {
- pplayer->base.x = pplayer->base.x- pplayer->base.xm * frame_ratio;
- pplayer->base.xm = 0;
- }
-
- if (pplayer->base.ym <= 0)
- {
- if (isbrick(pplayer->base.x, pplayer->base.y) ||
- isfullbox(pplayer->base.x, pplayer->base.y))
- {
- trygrabdistro(pplayer->base.x, pplayer->base.y - 32,BOUNCE);
- trybumpbadguy(pplayer->base.x, pplayer->base.y - 64);
- bumpbrick(pplayer->base.x, pplayer->base.y);
- tryemptybox(pplayer->base.x, pplayer->base.y);
- }
- if (isbrick(pplayer->base.x+ 31, pplayer->base.y) ||
- isfullbox(pplayer->base.x+ 31, pplayer->base.y))
- {
- trygrabdistro(pplayer->base.x+ 31, pplayer->base.y - 32,BOUNCE);
- trybumpbadguy(pplayer->base.x+ 31, pplayer->base.y - 64);
- bumpbrick(pplayer->base.x+ 31, pplayer->base.y);
- tryemptybox(pplayer->base.x+ 31, pplayer->base.y);
- }
- /* Get a distro from a brick? */
- if (shape(pplayer->base.x, pplayer->base.y) == 'x' ||
- shape(pplayer->base.x, pplayer->base.y) == 'y')
+ if( !player_on_ground(pplayer))
{
- add_bouncy_distro(((pplayer->base.x+ 1)
- / 32) * 32,
- (int)(pplayer->base.y / 32) * 32);
-
- if (counting_distros == NO)
+ if(player_under_solid(pplayer))
{
- counting_distros = YES;
- distro_counter = 100;
+ physic_set_state(&pplayer->vphysic,PH_VT);
+ physic_set_start_vy(&pplayer->vphysic,0);
+ jumped_in_solid = YES;
}
-
- if (distro_counter <= 0)
- level_change(¤t_level,pplayer->base.x,pplayer->base.y, 'a');
-
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
- }
- else if (shape(pplayer->base.x+ 31, pplayer->base.y) == 'x' ||
- shape(pplayer->base.x+ 31, pplayer->base.y) == 'y')
- {
- add_bouncy_distro(((pplayer->base.x+ 1 + 31)
- / 32) * 32,
- (int)(pplayer->base.y / 32) * 32);
-
- if (counting_distros == NO)
+ else
{
- counting_distros = YES;
- distro_counter = 100;
+ if(!physic_is_set(&pplayer->vphysic))
+ {
+ physic_set_state(&pplayer->vphysic,PH_VT);
+ physic_set_start_vy(&pplayer->vphysic,0);
+ }
}
+ pplayer->base.ym = physic_get_velocity(&pplayer->vphysic);
- if (distro_counter <= 0)
- level_change(¤t_level,pplayer->base.x+ 31, pplayer->base.y, 'a');
-
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
}
-
- }
- else
-{
- pplayer->base.ym = 0;
- pplayer->jumping = NO;
- timer_start(&pplayer->jump_timer,MAX_JUMP_TIME);
-}
- /*}*/
- /* Bump into things: * /
-
- if (issolid(pplayer->base.x, pplayer->base.y) ||
- (pplayer->size == BIG && !pplayer->duck &&
- (issolid(pplayer->base.x, pplayer->base.y - 32))))
- {
-
- if (!issolid(pplayer->base.x, pplayer->base.y - pplayer->base.ym) &&
- (pplayer->size == SMALL || pplayer->duck ||
- !issolid(pplayer->base.x, pplayer->base.y - 32 - pplayer->base.ym)))
+ else
{
- if (pplayer->base.ym <= 0)
- {
- /* Jumping up? */
- /* FIXME: this code is COMPLETLY broken!!! */
- if (pplayer->size == BIG)
- {
- /* Break bricks and empty boxes: * /
- if (!pplayer->duck)
- {
- if (isbrick(pplayer->base.x, pplayer->base.y - 32) ||
- isfullbox(pplayer->base.x, pplayer->base.y - 32))
- {
- trygrabdistro(pplayer->base.x, pplayer->base.y - 64, BOUNCE);
- trybumpbadguy(pplayer->base.x, pplayer->base.y - 96);
+ /* Land: */
- if (isfullbox(pplayer->base.x, pplayer->base.y - 32))
- {
- bumpbrick(pplayer->base.x, pplayer->base.y - 32);
- }
-
- trybreakbrick(pplayer->base.x, pplayer->base.y - 32);
- tryemptybox(pplayer->base.x, pplayer->base.y - 32);
+ if (pplayer->base.ym > 0)
+ {
+ pplayer->base.y = (int)(((int)pplayer->base.y / 32) * 32);
+ pplayer->base.ym = 0;
}
- if (isbrick(pplayer->base.x+ 31, pplayer->base.y - 32) ||
- isfullbox(pplayer->base.x+ 31, pplayer->base.y - 32))
- {
- trygrabdistro(pplayer->base.x+ 31,
- pplayer->base.y - 64,
- BOUNCE);
- trybumpbadguy(pplayer->base.x+ 31,
- pplayer->base.y - 96);
+ physic_init(&pplayer->vphysic);
- if (isfullbox(pplayer->base.x+ 31, pplayer->base.y - 32))
- {
- bumpbrick(pplayer->base.x+ 31, pplayer->base.y - 32);
- }
+ /* Reset score multiplier (for multi-hits): */
- trybreakbrick(pplayer->base.x+ 31,
- pplayer->base.y - 32);
- tryemptybox(pplayer->base.x+ 31,
- pplayer->base.y - 32);
- }
+ score_multiplier = 1;
}
- else /* ducking * /
+
+ if(jumped_in_solid == YES)
{
+
if (isbrick(pplayer->base.x, pplayer->base.y) ||
isfullbox(pplayer->base.x, pplayer->base.y))
{
trygrabdistro(pplayer->base.x, pplayer->base.y - 32,BOUNCE);
trybumpbadguy(pplayer->base.x, pplayer->base.y - 64);
- if (isfullbox(pplayer->base.x, pplayer->base.y))
- bumpbrick(pplayer->base.x, pplayer->base.y);
- trybreakbrick(pplayer->base.x, pplayer->base.y);
- tryemptybox(pplayer->base.x, pplayer->base.y);
+
+ if(pplayer->size == BIG)
+ trybreakbrick(pplayer->base.x, pplayer->base.y);
+
+ bumpbrick(pplayer->base.x, pplayer->base.y);
+ tryemptybox(pplayer->base.x, pplayer->base.y, RIGHT);
}
if (isbrick(pplayer->base.x+ 31, pplayer->base.y) ||
isfullbox(pplayer->base.x+ 31, pplayer->base.y))
{
- trygrabdistro(pplayer->base.x+ 31,
- pplayer->base.y - 32,
- BOUNCE);
- trybumpbadguy(pplayer->base.x+ 31,
- pplayer->base.y - 64);
- if (isfullbox(pplayer->base.x+ 31, pplayer->base.y))
- bumpbrick(pplayer->base.x+ 31, pplayer->base.y);
- trybreakbrick(pplayer->base.x+ 31, pplayer->base.y);
- tryemptybox(pplayer->base.x+ 31, pplayer->base.y);
- }
- }
- }
- else
- {
- /* It's a brick and we're small, make the brick
- bounce, and grab any distros above it: * /
+ trygrabdistro(pplayer->base.x+ 31, pplayer->base.y - 32,BOUNCE);
+ trybumpbadguy(pplayer->base.x+ 31, pplayer->base.y - 64);
- if (isbrick(pplayer->base.x, pplayer->base.y) ||
- isfullbox(pplayer->base.x, pplayer->base.y))
- {
- trygrabdistro(pplayer->base.x, pplayer->base.y - 32,BOUNCE);
- trybumpbadguy(pplayer->base.x, pplayer->base.y - 64);
- bumpbrick(pplayer->base.x, pplayer->base.y);
- tryemptybox(pplayer->base.x, pplayer->base.y);
- }
+ if(pplayer->size == BIG)
+ trybreakbrick(pplayer->base.x+ 31, pplayer->base.y);
- if (isbrick(pplayer->base.x+ 31, pplayer->base.y) ||
- isfullbox(pplayer->base.x+ 31, pplayer->base.y))
- {
- trygrabdistro(pplayer->base.x+ 31, pplayer->base.y - 32,BOUNCE);
- trybumpbadguy(pplayer->base.x+ 31, pplayer->base.y - 64);
- bumpbrick(pplayer->base.x+ 31, pplayer->base.y);
- tryemptybox(pplayer->base.x+ 31, pplayer->base.y);
- }
+ bumpbrick(pplayer->base.x+ 31, pplayer->base.y);
+ tryemptybox(pplayer->base.x+ 31, pplayer->base.y, LEFT);
+ }
- /* Get a distro from a brick? * /
+ if(pplayer->size == SMALL)
+ {
+ /* Get a distro from a brick? */
- if (shape(pplayer->base.x, pplayer->base.y) == 'x' ||
- shape(pplayer->base.x, pplayer->base.y) == 'y')
- {
- add_bouncy_distro(((pplayer->base.x+ 1)
- / 32) * 32,
- (int)(pplayer->base.y / 32) * 32);
+ if (shape(pplayer->base.x, pplayer->base.y) == 'x' ||
+ shape(pplayer->base.x, pplayer->base.y) == 'y')
+ {
+ add_bouncy_distro((((int)pplayer->base.x)
+ / 32) * 32,
+ ((int)pplayer->base.y / 32) * 32);
+ if (counting_distros == NO)
+ {
+ counting_distros = YES;
+ distro_counter = 100;
+ }
- if (counting_distros == NO)
- {
- counting_distros = YES;
- distro_counter = 100;
- }
+ if (distro_counter <= 0)
+ level_change(¤t_level,pplayer->base.x,pplayer->base.y - 1, 'a');
- if (distro_counter <= 0)
- level_change(¤t_level,pplayer->base.x,pplayer->base.y, 'a');
+ play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+ score = score + SCORE_DISTRO;
+ distros++;
+ }
+ else if (shape(pplayer->base.x+ 31, pplayer->base.y) == 'x' ||
+ shape(pplayer->base.x+ 31, pplayer->base.y) == 'y')
+ {
+ add_bouncy_distro((((int)pplayer->base.x + 31)
+ / 32) * 32,
+ ((int)pplayer->base.y / 32) * 32);
+ if (counting_distros == NO)
+ {
+ counting_distros = YES;
+ distro_counter = 100;
+ }
+
+ if (distro_counter <= 0)
+ level_change(¤t_level,pplayer->base.x+ 31, pplayer->base.y, 'a');
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
+ play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+ score = score + SCORE_DISTRO;
+ distros++;
+ }
+ }
}
- else if (shape(pplayer->base.x+ 31, pplayer->base.y) == 'x' ||
- shape(pplayer->base.x+ 31, pplayer->base.y) == 'y')
- {
- add_bouncy_distro(((pplayer->base.x+ 1 + 31)
- / 32) * 32,
- (int)(pplayer->base.y / 32) * 32);
- if (counting_distros == NO)
+ player_grabdistros(pplayer);
+ if(jumped_in_solid == YES)
+ {
+ ++pplayer->base.y;
+ ++pplayer->old_base.y;
+ if(player_on_ground(pplayer))
{
- counting_distros = YES;
- distro_counter = 100;
+ /* Make sure jumping is off. */
+ pplayer->jumping = NO;
}
-
- if (distro_counter <= 0)
- level_change(¤t_level,pplayer->base.x+ 31, pplayer->base.y, 'a');
-
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
}
- }
-
-
- /* Bump head: * /
- pplayer->base.y = (int)(pplayer->base.y / 32) * 32 + 30;
- }
- else
- {
- /* Land on feet: * /
-
- pplayer->base.y = (int)(pplayer->base.y / 32) * 32 - 32;
- }
-
- pplayer->base.ym = 0;
- pplayer->jumping = NO;
- timer_start(&pplayer->jump_timer,MAX_JUMP_TIME);
- }*/
}
-}
-
-
-player_grabdistros(pplayer);
+ timer_check(&pplayer->safe_timer);
-/* Slow down horizontally: */
+ /* ---- DONE HANDLING TUX! --- */
-if (!pplayer->dying)
- {
- if (pplayer->input.right == UP && pplayer->input.left == UP)
- {
- if (isice(pplayer->base.x, pplayer->base.y + 32) ||
- !issolid(pplayer->base.x, pplayer->base.y + 32))
- {
- /* Slowly on ice or in air: */
+ /* Handle invincibility timer: */
- if (pplayer->base.xm > 0)
- pplayer->base.xm--;
- else if (pplayer->base.xm < 0)
- pplayer->base.xm++;
- }
- else
- {
- /* Quickly, otherwise: */
- pplayer->base.xm = pplayer->base.xm / 2;
- }
- }
-
-
- /* Drop vertically: */
-
- if (!issolid(pplayer->base.x, pplayer->base.y + 32))
- {
- pplayer->base.ym = pplayer->base.ym + GRAVITY;
-
- if (pplayer->base.ym > MAX_YM)
- pplayer->base.ym = MAX_YM;
- }
- }
-
-
-
-timer_check(&pplayer->safe_timer);
-
-
-/* ---- DONE HANDLING TUX! --- */
-
-/* Handle invincibility timer: */
+ if (get_current_music() == HERRING_MUSIC && !timer_check(&pplayer->invincible_timer))
+ {
+ /*
+ no, we are no more invincible
+ or we were not in invincible mode
+ but are we in hurry ?
+ */
-if (current_music == HERRING_MUSIC && !timer_check(&pplayer->invincible_timer))
- {
- /*
- no, we are no more invincible
- or we were not in invincible mode
- but are we in hurry ?
- */
+ if (timer_get_left(&time_left) < TIME_WARNING)
+ {
+ /* yes, we are in hurry
+ stop the herring_song, prepare to play the correct
+ fast level_song !
+ */
+ set_current_music(HURRYUP_MUSIC);
+ }
+ else
+ {
+ set_current_music(LEVEL_MUSIC);
+ }
+ /* start playing it */
+ play_current_music();
+ }
- if (timer_get_left(&time_left) < TIME_WARNING)
- {
- /* yes, we are in hurry
- stop the herring_song, prepare to play the correct
- fast level_song !
- */
- current_music = HURRYUP_MUSIC;
- }
- else
- {
- current_music = LEVEL_MUSIC;
- }
+ /* Handle skidding: */
- /* stop the old music if it's being played */
- if (playing_music())
- halt_music();
- }
+ timer_check(&pplayer->skidding_timer);
-/* Handle skidding: */
+ /* End of level? */
-timer_check(&pplayer->skidding_timer);
+ if (pplayer->base.x >= endpos && endpos != 0)
+ {
+ next_level = 1;
+ }
-/* End of level? */
+}
-if (pplayer->base.x - scroll_x >= endpos && endpos != 0)
- {
- next_level = 1;
- }
+int player_on_ground(player_type *pplayer)
+{
+ if( issolid(pplayer->base.x + pplayer->base.width / 2, pplayer->base.y + pplayer->base.height) ||
+ issolid(pplayer->base.x + 1, pplayer->base.y + pplayer->base.height) ||
+ issolid(pplayer->base.x + pplayer->base.width - 1, pplayer->base.y + pplayer->base.height) )
+ {
+ return YES;
+ }
+ else
+ {
+ return NO;
+ }
+}
+int player_under_solid(player_type *pplayer)
+{
+ if( issolid(pplayer->base.x + pplayer->base.width / 2, pplayer->base.y) ||
+ issolid(pplayer->base.x + 1, pplayer->base.y) ||
+ issolid(pplayer->base.x + pplayer->base.width - 1, pplayer->base.y) )
+ {
+ return YES;
+ }
+ else
+ {
+ return NO;
+ }
}
void player_handle_horizontal_input(player_type *pplayer, int dir)
{
- if (pplayer->jumping == NO)
+
+ if ((dir ? (pplayer->base.xm < -SKID_XM) : (pplayer->base.xm > SKID_XM)) && !timer_started(&pplayer->skidding_timer) &&
+ pplayer->dir == !dir && player_on_ground(pplayer))
{
- if ((dir ? (pplayer->base.xm < -SKID_XM) : (pplayer->base.xm > SKID_XM)) && !timer_started(&pplayer->skidding_timer) &&
- pplayer->dir == !dir)
- {
- timer_start(&pplayer->skidding_timer, SKID_TIME);
+ timer_start(&pplayer->skidding_timer, SKID_TIME);
- play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
+ play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
- }
- pplayer->dir = dir;
}
+ pplayer->dir = dir;
+
- if ((dir ? (pplayer->base.xm < 0) : (pplayer->base.xm > 0)) && !isice(pplayer->base.x, pplayer->base.y + 32) &&
+ if ((dir ? (pplayer->base.xm < 0) : (pplayer->base.xm > 0)) && !isice(pplayer->base.x, pplayer->base.y + pplayer->base.height) &&
!timer_started(&pplayer->skidding_timer))
{
pplayer->base.xm = 0;
void player_handle_vertical_input(player_type *pplayer)
{
- if(!timer_started(&pplayer->jump_timer))
+ if(pplayer->input.up == DOWN)
{
- timer_start(&pplayer->jump_timer,MAX_JUMP_TIME);
-
-
- /* Taking off? */
-
- if (!issolid(pplayer->base.x, pplayer->base.y + 32) ||
- pplayer->base.ym != 0)
+ if (player_on_ground(pplayer))
{
- /* If they're not on the ground, or are currently moving
- vertically, don't jump! */
-
- pplayer->jumping = NO;
- timer_stop(&pplayer->jump_timer);
- }
- else
- {
- /* Make sure we're not standing back up into a solid! */
-
- if (pplayer->size == SMALL || pplayer->duck == NO ||
- !issolid(pplayer->base.x, pplayer->base.y))
+ if(!physic_is_set(&pplayer->vphysic))
{
+ physic_set_state(&pplayer->vphysic,PH_VT);
+ physic_set_start_vy(&pplayer->vphysic,5.5);
+ --pplayer->base.y;
pplayer->jumping = YES;
-
if (pplayer->size == SMALL)
play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
else
}
}
}
-
- /* Keep jumping for a while: */
-
- if (timer_check(&pplayer->jump_timer))
+ else if(pplayer->input.up == UP && pplayer->jumping == YES)
{
- pplayer->base.ym = pplayer->base.ym - JUMP_SPEED * frame_ratio;
- if (pplayer->base.ym < -YM_FOR_JUMP)
- pplayer->base.ym = -YM_FOR_JUMP;
+ if (player_on_ground(pplayer))
+ {
+ physic_init(&pplayer->vphysic);
+ pplayer->jumping == NO;
+ }
+ else
+ {
+ pplayer->jumping = NO;
+ if(physic_is_set(&pplayer->vphysic))
+ {
+ if(physic_get_velocity(&pplayer->vphysic) < 0.)
+ {
+ physic_set_state(&pplayer->vphysic,PH_VT);
+ physic_set_start_vy(&pplayer->vphysic,0);
+ }
+ }
+ else
+ {
+ if(!physic_is_set(&pplayer->vphysic))
+ {
+ physic_set_state(&pplayer->vphysic,PH_VT);
+ }
+ }
+ }
}
}
{
/* Handle key and joystick state: */
-
- if (pplayer->input.right == DOWN && pplayer->input.left == UP)
+ if(pplayer->duck == NO)
{
- player_handle_horizontal_input(pplayer,RIGHT);
- }
- else if (pplayer->input.left == DOWN && pplayer->input.right == UP)
- {
- player_handle_horizontal_input(pplayer,LEFT);
+ if (pplayer->input.right == DOWN && pplayer->input.left == UP)
+ {
+ player_handle_horizontal_input(pplayer,RIGHT);
+ }
+ else if (pplayer->input.left == DOWN && pplayer->input.right == UP)
+ {
+ player_handle_horizontal_input(pplayer,LEFT);
+ }
+ else
+ {
+ if(pplayer->base.xm > 0)
+ {
+ pplayer->base.xm = (int)(pplayer->base.xm - frame_ratio);
+ if(pplayer->base.xm < 0)
+ pplayer->base.xm = 0;
+ }
+ else if(pplayer->base.xm < 0)
+ {
+ pplayer->base.xm = (int)(pplayer->base.xm + frame_ratio);
+ if(pplayer->base.xm > 0)
+ pplayer->base.xm = 0;
+ }
+ }
}
/* Jump/jumping? */
- if ( pplayer->input.up == DOWN)
+ if ( pplayer->input.up == DOWN || (pplayer->input.up == UP && pplayer->jumping == YES))
{
player_handle_vertical_input(pplayer);
}
- else
- timer_stop(&pplayer->jump_timer);
/* Shoot! */
if (pplayer->input.down == DOWN)
{
- if (pplayer->size == BIG)
- pplayer->duck = YES;
+ if (pplayer->size == BIG && pplayer->duck != YES)
+ {
+ pplayer->duck = YES;
+ pplayer->base.height = 32;
+ pplayer->base.y += 32;
+ }
}
else
{
if (pplayer->size == BIG && pplayer->duck == YES)
{
/* Make sure we're not standing back up into a solid! */
+ pplayer->base.height = 64;
+ pplayer->base.y -= 32;
- if (!issolid(pplayer->base.x, pplayer->base.y - 32))
- pplayer->duck = NO;
+ if (!collision_object_map(&pplayer->base) /*issolid(pplayer->base.x + 16, pplayer->base.y - 16)*/)
+ {
+ pplayer->duck = NO;
+ pplayer->base.height = 64;
+ pplayer->old_base.y -= 32;
+ pplayer->old_base.height = 64;
+ }
+ else
+ {
+ pplayer->base.height = 32;
+ pplayer->base.y += 32;
+ }
}
else
- pplayer->duck = NO;
+ {
+ pplayer->duck = NO;
+ }
}
/* (Tux): */
- if (pplayer->input.right == UP && pplayer->input.left == UP)
+ if(!timer_check(&pplayer->frame_timer))
{
- pplayer->frame_main = 1;
- pplayer->frame = 1;
- }
- else
- {
- if ((pplayer->input.fire == DOWN && (frame % 2) == 0) ||
- (frame % 4) == 0)
- pplayer->frame_main = (pplayer->frame_main + 1) % 4;
+ timer_start(&pplayer->frame_timer,25);
+ if (pplayer->input.right == UP && pplayer->input.left == UP)
+ {
+ pplayer->frame_main = 1;
+ pplayer->frame = 1;
+ }
+ else
+ {
+ if ((pplayer->input.fire == DOWN && (frame % 2) == 0) ||
+ (frame % 4) == 0)
+ pplayer->frame_main = (pplayer->frame_main + 1) % 4;
- pplayer->frame = pplayer->frame_main;
+ pplayer->frame = pplayer->frame_main;
- if (pplayer->frame == 3)
- pplayer->frame = 1;
+ if (pplayer->frame == 3)
+ pplayer->frame = 1;
+ }
}
}
trygrabdistro(pplayer->base.x, pplayer->base.y, NO_BOUNCE);
trygrabdistro(pplayer->base.x+ 31, pplayer->base.y, NO_BOUNCE);
- if (pplayer->size == BIG && !pplayer->duck)
+ trygrabdistro(pplayer->base.x, pplayer->base.y + pplayer->base.height, NO_BOUNCE);
+ trygrabdistro(pplayer->base.x+ 31, pplayer->base.y + pplayer->base.height, NO_BOUNCE);
+
+ if(pplayer->size == BIG)
{
- trygrabdistro(pplayer->base.x, pplayer->base.y - 32, NO_BOUNCE);
- trygrabdistro(pplayer->base.x+ 31, pplayer->base.y - 32, NO_BOUNCE);
+ trygrabdistro(pplayer->base.x, pplayer->base.y + pplayer->base.height / 2, NO_BOUNCE);
+ trygrabdistro(pplayer->base.x+ 31, pplayer->base.y + pplayer->base.height / 2, NO_BOUNCE);
}
+
}
if (pplayer->dir == RIGHT)
{
texture_draw(&bigcape_right[frame % 2],
- pplayer->base.x- scroll_x, pplayer->base.y,
+ pplayer->base.x- scroll_x - 8, pplayer->base.y,
NO_UPDATE);
}
else
{
texture_draw(&bigcape_left[frame % 2],
- pplayer->base.x-scroll_x, pplayer->base.y,
+ pplayer->base.x-scroll_x - 8, pplayer->base.y,
NO_UPDATE);
}
}
if (pplayer->dir == RIGHT)
{
texture_draw(&bigtux_right[pplayer->frame],
- pplayer->base.x- scroll_x, pplayer->base.y,
+ pplayer->base.x- scroll_x - 8, pplayer->base.y,
NO_UPDATE);
}
else
{
texture_draw(&bigtux_left[pplayer->frame],
- pplayer->base.x- scroll_x, pplayer->base.y,
+ pplayer->base.x- scroll_x - 8, pplayer->base.y,
NO_UPDATE);
}
}
if (pplayer->dir == RIGHT)
{
texture_draw(&bigtux_right_jump,
- pplayer->base.x- scroll_x, pplayer->base.y,
+ pplayer->base.x- scroll_x - 8, pplayer->base.y,
NO_UPDATE);
}
else
{
texture_draw(&bigtux_left_jump,
- pplayer->base.x- scroll_x, pplayer->base.y,
+ pplayer->base.x- scroll_x - 8, pplayer->base.y,
NO_UPDATE);
}
}
if (pplayer->dir == RIGHT)
{
texture_draw(&skidtux_right,
- pplayer->base.x- scroll_x, pplayer->base.y,
+ pplayer->base.x- scroll_x - 8, pplayer->base.y,
NO_UPDATE);
}
else
{
texture_draw(&skidtux_left,
- pplayer->base.x- scroll_x, pplayer->base.y,
+ pplayer->base.x- scroll_x - 8, pplayer->base.y,
NO_UPDATE);
}
}
{
if (pplayer->dir == RIGHT)
{
- texture_draw(&ducktux_right, pplayer->base.x- scroll_x, pplayer->base.y,
+ texture_draw(&ducktux_right, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16,
NO_UPDATE);
}
else
{
- texture_draw(&ducktux_left, pplayer->base.x- scroll_x, pplayer->base.y,
+ texture_draw(&ducktux_left, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16,
NO_UPDATE);
}
}
if (pplayer->dir == RIGHT)
{
texture_draw(&bigfiretux_right[pplayer->frame],
- pplayer->base.x- scroll_x, pplayer->base.y,
+ pplayer->base.x- scroll_x - 8, pplayer->base.y,
NO_UPDATE);
}
else
{
texture_draw(&bigfiretux_left[pplayer->frame],
- pplayer->base.x- scroll_x, pplayer->base.y,
+ pplayer->base.x- scroll_x - 8, pplayer->base.y,
NO_UPDATE);
}
}
if (pplayer->dir == RIGHT)
{
texture_draw(&bigfiretux_right_jump,
- pplayer->base.x- scroll_x, pplayer->base.y,
+ pplayer->base.x- scroll_x - 8, pplayer->base.y,
NO_UPDATE);
}
else
{
texture_draw(&bigfiretux_left_jump,
- pplayer->base.x- scroll_x, pplayer->base.y,
+ pplayer->base.x- scroll_x - 8, pplayer->base.y,
NO_UPDATE);
}
}
if (pplayer->dir == RIGHT)
{
texture_draw(&skidfiretux_right,
- pplayer->base.x- scroll_x, pplayer->base.y,
+ pplayer->base.x- scroll_x - 8, pplayer->base.y,
NO_UPDATE);
}
else
{
texture_draw(&skidfiretux_left,
- pplayer->base.x- scroll_x, pplayer->base.y,
+ pplayer->base.x- scroll_x - 8, pplayer->base.y,
NO_UPDATE);
}
}
{
if (pplayer->dir == RIGHT)
{
- texture_draw(&duckfiretux_right, pplayer->base.x- scroll_x, pplayer->base.y,
+ texture_draw(&duckfiretux_right, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16,
NO_UPDATE);
}
else
{
- texture_draw(&duckfiretux_left, pplayer->base.x- scroll_x, pplayer->base.y,
+ texture_draw(&duckfiretux_left, pplayer->base.x- scroll_x - 8, pplayer->base.y - 16,
NO_UPDATE);
}
}
else
{
pbad_c->dir = LEFT;
- pbad_c->base.x = pbad_c->base.x - 16;
+ pbad_c->base.x = pbad_c->base.x - 32;
}
timer_start(&pbad_c->timer,5000);
else
{
pbad_c->dying = FALLING;
- pbad_c->base.ym = -8;
play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
+ add_score(pbad_c->base.x - scroll_x,
+ pbad_c->base.y,
+ 25 * score_multiplier);
}
}
}
else
{
pbad_c->dying = FALLING;
- pbad_c->base.ym = -8;
play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
+ add_score(pbad_c->base.x - scroll_x,
+ pbad_c->base.y,
+ 25 * score_multiplier);
}
}
score_multiplier++;
void player_dying(player_type *pplayer)
{
- pplayer->base.ym = pplayer->base.ym + GRAVITY;
+ pplayer->base.ym = pplayer->base.ym + gravity;
/* He died :^( */
/* Keep in-bounds, vertically: */
- if (pplayer->base.y < 0)
- pplayer->base.y = 0;
- else if (pplayer->base.y > screen->h)
+ if (pplayer->base.y > screen->h)
{
player_kill(&tux,KILL);
}