Optimized gradient when top color is the same as the bottom one.
[supertux.git] / src / player.h
index 21a00a2..dedc6b1 100644 (file)
 #ifndef SUPERTUX_PLAYER_H
 #define SUPERTUX_PLAYER_H
 
-#include <SDL.h>
+#include "SDL.h"
+
 #include "bitmask.h"
 #include "type.h"
 #include "timer.h"
-#include "texture.h"
+#include "screen/texture.h"
 #include "collision.h"
 #include "sound.h"
 #include "moving_object.h"
-#include "drawable.h"
 #include "physic.h"
 
 /* Times: */
@@ -53,6 +53,7 @@ struct PlayerKeymap
 {
 public:
   int jump;
+  int activate;
   int duck;
   int left;
   int right;
@@ -72,19 +73,24 @@ struct player_input_type
   int down;
   int fire;
   int old_fire;
+  int activate;
 };
 
 void player_input_init(player_input_type* pplayer_input);
 
 class Sprite;
+class Camera;
 
 extern Surface* tux_life;
 
 extern Sprite* smalltux_gameover;
 extern Sprite* smalltux_star;
 extern Sprite* largetux_star;
-extern Sprite* growingtux_left;
-extern Sprite* growingtux_right;
+
+#define GROWING_TIME 1000
+#define GROWING_FRAMES 7
+extern Surface* growingtux_left[GROWING_FRAMES];
+extern Surface* growingtux_right[GROWING_FRAMES];
 
 struct PlayerSprite
 {
@@ -102,6 +108,7 @@ struct PlayerSprite
   Sprite* grab_right;
   Sprite* duck_right;
   Sprite* duck_left;
+  Sprite* stomp;
 };
 
 extern PlayerSprite smalltux;
@@ -109,7 +116,7 @@ extern PlayerSprite largetux;
 extern PlayerSprite firetux;
 extern PlayerSprite icetux;
 
-class Player : public MovingObject, public Drawable
+class Player : public MovingObject
 {
 public:
   enum HurtMode { KILL, SHRINK };
@@ -145,10 +152,13 @@ public:
   Timer shooting_timer;   // used to show the arm when Tux is shooting
   Timer dying_timer;
   Timer growing_timer;
+  Timer stomp_timer;
   Physic physic;
+  
+  Vector stomp_pos;
 
 public:
-  Player(DisplayManager& display_manager);
+  Player();
   virtual ~Player();
   
   int  key_event(SDLKey key, int state);
@@ -157,14 +167,14 @@ public:
   void grabdistros();
 
   virtual void action(float elapsed_time);
-  virtual void draw(Camera& viewport, int layer);
+  virtual void draw(DrawingContext& context);
   virtual void collision(const MovingObject& other_object,
       int collision_type);
 
   void collision(void* p_c_object, int c_object);
   void kill(HurtMode mode);
   void player_remove_powerups();
-  void check_bounds(Camera& viewport);
+  void check_bounds(Camera* camera);
   bool on_ground();
   bool under_solid();
   bool tiles_on_air(int tiles);