X-Git-Url: https://git.octo.it/?a=blobdiff_plain;ds=sidebyside;f=src%2Fobject%2Fplayer.cpp;h=93c10942c364458c0757927adee26271a872d294;hb=8e52a5b000d732e96b1cc461163c4778b434dc27;hp=0fc105314652c92e805421cabc0d813daad55f4e;hpb=4618c9b1aae8cd5f35cd50681724673a741ea286;p=supertux.git diff --git a/src/object/player.cpp b/src/object/player.cpp index 0fc105314..93c10942c 100644 --- a/src/object/player.cpp +++ b/src/object/player.cpp @@ -19,7 +19,7 @@ #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" @@ -40,9 +40,10 @@ //#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; +static const float GLIDE_TIME_PER_FLOWER = 0.5f; +static const float STONE_TIME_PER_FLOWER = 2.0f; /** number of idle stages, including standing */ static const unsigned int IDLE_STAGE_COUNT = 5; @@ -63,7 +64,7 @@ static const std::string IDLE_STAGES[] = /** 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; @@ -73,10 +74,14 @@ static const float SKID_TIME = .3f; static const float MAX_WALK_XM = 230; /** maximum run velocity (pixel/s) */ static const float MAX_RUN_XM = 320; +/** bonus run velocity addition (pixel/s) */ +static const float BONUS_RUN_XM = 80; /** maximum horizontal climb velocity */ static const float MAX_CLIMB_XM = 96; /** maximum vertical climb velocity */ static const float MAX_CLIMB_YM = 128; +/** maximum vertical glide velocity */ +static const float MAX_GLIDE_YM = 128; /** instant velocity when tux starts to walk */ static const float WALK_SPEED = 100; @@ -88,8 +93,6 @@ 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; @@ -109,24 +112,29 @@ static const float DUCKED_TUX_HEIGHT = 31.8f; bool no_water = true; } -Player::Player(PlayerStatus* _player_status, const std::string& name) : +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(), peekingY(), + ability_time(), + stone(), swimming(), speedlimit(), scripting_controller_old(0), jump_early_apex(), on_ice(), ice_this_frame(), + lightsprite(SpriteManager::current()->create("images/creatures/tux/light.sprite")), + powersprite(SpriteManager::current()->create("images/creatures/tux/powerups.sprite")), dir(), old_dir(), last_ground_y(), @@ -134,7 +142,7 @@ Player::Player(PlayerStatus* _player_status, const std::string& name) : on_ground_flag(), jumping(), can_jump(), - jump_button_timer(), + jump_button_timer(), wants_buttjump(), does_buttjump(), invincible_timer(), @@ -142,40 +150,42 @@ Player::Player(PlayerStatus* _player_status, const std::string& name) : safe_timer(), kick_timer(), shooting_timer(), + ability_timer(), + cooldown_timer(), dying_timer(), growing(), 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(); + 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 = sprite_manager->create("images/creatures/tux/tux.sprite"); + 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); - 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"); - sound_manager->preload("sounds/splash.ogg"); + 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.wav"); init(); } @@ -213,11 +223,17 @@ Player::init() deactivated = false; backflipping = false; backflip_direction = 0; + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); visible = true; + ability_time = 0; + stone = false; swimming = false; on_ice = false; ice_this_frame = false; speedlimit = 0; //no special limit + lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE)); on_ground_flag = false; grabbed_object = NULL; @@ -258,9 +274,9 @@ Player::set_speedlimit(float newlimit) } void -Player::set_controller(Controller* controller) +Player::set_controller(Controller* controller_) { - this->controller = controller; + this->controller = controller_; } void @@ -272,7 +288,7 @@ Player::set_winning() } } -void +void Player::use_scripting_controller(bool use_or_release) { if ((use_or_release == true) && (controller != scripting_controller.get())) { @@ -285,7 +301,7 @@ Player::use_scripting_controller(bool use_or_release) } } -void +void Player::do_scripting_controller(std::string control, bool pressed) { for(int i = 0; Controller::controlNames[i] != 0; ++i) { @@ -323,6 +339,9 @@ Player::trigger_sequence(std::string sequence_name) if (climbing) stop_climbing(*climbing); backflipping = false; backflip_direction = 0; + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); GameSession::current()->start_sequence(sequence_name); } @@ -335,6 +354,7 @@ Player::update(float elapsed_time) no_water = true; if(dying && dying_timer.check()) { + set_bonus(NO_BONUS, true); dead = true; return; } @@ -342,9 +362,11 @@ Player::update(float elapsed_time) 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(); + apply_friction(); + */ // extend/shrink tux collision rectangle so that we fall through/walk over 1 // tile holes @@ -355,7 +377,7 @@ Player::update(float elapsed_time) } // 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); @@ -364,10 +386,17 @@ Player::update(float elapsed_time) } // 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)); + if (player_status->bonus == EARTH_BONUS || player_status->bonus == AIR_BONUS) { + powersprite->set_angle(sprite->get_angle()); + if (player_status->bonus == EARTH_BONUS) + lightsprite->set_angle(sprite->get_angle()); + } } // set fall mode... @@ -387,11 +416,19 @@ Player::update(float elapsed_time) if (backflipping && (backflip_timer.get_timegone() > 0.15f)) { backflipping = false; backflip_direction = 0; + physic.set_velocity_x(0); + if (!stone) { + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); + } // if controls are currently deactivated, we take care of standing up ourselves if (deactivated) do_standup(); } + if (player_status->bonus == AIR_BONUS) + ability_time = player_status->max_air_time * GLIDE_TIME_PER_FLOWER; } // calculate movement for this frame @@ -421,13 +458,15 @@ Player::update(float elapsed_time) 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", - // 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)); + Sector::current()->add_object(std::make_shared( + "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)); } } @@ -516,11 +555,11 @@ Player::handle_horizontal_input() ax = dirsign * RUN_ACCELERATION_X; } // limit speed - if(vx >= MAX_RUN_XM && dirsign > 0) { - vx = MAX_RUN_XM; + if(vx >= MAX_RUN_XM + BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0) && dirsign > 0) { + vx = MAX_RUN_XM + BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0); ax = 0; - } else if(vx <= -MAX_RUN_XM && dirsign < 0) { - vx = -MAX_RUN_XM; + } else if(vx <= -MAX_RUN_XM - BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0) && dirsign < 0) { + vx = -MAX_RUN_XM - BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0); ax = 0; } } @@ -541,14 +580,13 @@ Player::handle_horizontal_input() // 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( - Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y), - dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20, - Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f, - LAYER_OBJECTS+1)); + std::make_shared( + Vector(dir == LEFT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y), + dir == LEFT ? 50 : -70, dir == LEFT ? 70 : -50, 260, 280, + Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1)); ax *= 2.5; } else { @@ -609,6 +647,8 @@ Player::do_standup() { return; if (backflipping) return; + if (stone) + return; if (adjust_height(BIG_TUX_HEIGHT)) { duck = false; @@ -634,8 +674,8 @@ Player::do_backflip() { backflip_direction = (dir == LEFT)?(+1):(-1); backflipping = true; - do_jump(-580); - sound_manager->play("sounds/flip.wav"); + do_jump((player_status->bonus == AIR_BONUS) ? -720 : -580); + SoundManager::current()->play("sounds/flip.wav"); backflip_timer.start(TUX_BACKFLIP_TIME); } @@ -652,14 +692,14 @@ Player::do_jump(float yspeed) { // 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() +Player::early_jump_apex() { if (!jump_early_apex) { @@ -687,27 +727,51 @@ Player::handle_vertical_input() 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(); } } else { + // airflower allows for higher jumps- // 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); + if(player_status->bonus == AIR_BONUS) + do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -620 : -580); + else + do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -580 : -520); } - } + // airflower glide only when holding jump key + } else if (controller->hold(Controller::JUMP) && player_status->bonus == AIR_BONUS && physic.get_velocity_y() > MAX_GLIDE_YM) { + if (ability_time > 0 && !ability_timer.started()) + ability_timer.start(ability_time); + else if (ability_timer.started()) { + // glide stops after some duration or if buttjump is initiated + if ((ability_timer.get_timeleft() <= 0.05f) || controller->hold(Controller::DOWN)) { + ability_time = 0; + ability_timer.stop(); + } else { + physic.set_velocity_y(MAX_GLIDE_YM); + physic.set_acceleration_y(0); + } + } + } + + // Let go of jump key else if(!controller->hold(Controller::JUMP)) { if (!backflipping && jumping && physic.get_velocity_y() < 0) { jumping = false; early_jump_apex(); } + if (player_status->bonus == AIR_BONUS && ability_timer.started()){ + ability_time = ability_timer.get_timeleft(); + ability_timer.stop(); + } } if(jump_early_apex && physic.get_velocity_y() >= 0) { @@ -772,27 +836,65 @@ Player::handle_input() } /* Handle horizontal movement: */ - if (!backflipping) handle_horizontal_input(); + if (!backflipping && !stone) handle_horizontal_input(); /* Jump/jumping? */ if (on_ground()) can_jump = true; /* Handle vertical movement: */ - handle_vertical_input(); + if (!stone) handle_vertical_input(); /* Shoot! */ if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) { - 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)) + if((player_status->bonus == FIRE_BONUS && + Sector::current()->get_active_bullets() < player_status->max_fire_bullets) || + (player_status->bonus == ICE_BONUS && + Sector::current()->get_active_bullets() < player_status->max_ice_bullets)) + { + Vector pos = get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) : Vector(32, bbox.get_height()/2)); + auto new_bullet = std::make_shared(pos, physic.get_velocity_x(), dir, player_status->bonus); + Sector::current()->add_object(new_bullet); + + SoundManager::current()->play("sounds/shoot.wav"); shooting_timer.start(SHOOTING_TIME); + } + } + + /* Turn to Stone */ + if (controller->pressed(Controller::DOWN) && player_status->bonus == EARTH_BONUS && !cooldown_timer.started()) { + if (controller->hold(Controller::ACTION) && !ability_timer.started()) { + ability_timer.start(player_status->max_earth_time * STONE_TIME_PER_FLOWER); + powersprite->stop_animation(); + stone = true; + physic.set_gravity_modifier(1.0f); // Undo jump_early_apex + } + } + + if (stone) + apply_friction(); + + /* Revert from Stone */ + if (stone && (!controller->hold(Controller::ACTION) || ability_timer.get_timeleft() <= 0.5f)) { + cooldown_timer.start(ability_timer.get_timegone()/2.0f); //The longer stone form is used, the longer until it can be used again + ability_timer.stop(); + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); + stone = false; + for (int i = 0; i < 8; i++) + { + Vector ppos = Vector(get_bbox().get_left() + 8 + 16*((int)i/4), get_bbox().get_top() + 16*(i%4)); + float grey = graphicsRandom.randf(.4f, .8f); + Color pcolor = Color(grey, grey, grey); + Sector::current()->add_object(std::make_shared(ppos, -60, 240, 42, 81, Vector(0, 500), + 8, pcolor, 4 + graphicsRandom.randf(-0.4, 0.4), + 0.8 + graphicsRandom.randf(0, 0.4), LAYER_OBJECTS+2)); + } } /* Duck or Standup! */ - if (controller->hold(Controller::DOWN)) { + if (controller->hold(Controller::DOWN) && !stone) { do_duck(); } else { do_standup(); @@ -806,18 +908,18 @@ Player::handle_input() 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(); + 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(); + dest_.p2.x = bbox.get_left() - 1; + dest_.p1.x = dest_.p2.x - grabbed_bbox.get_width(); } else { - dest.p1.x = bbox.get_right() + 1; - dest.p2.x = dest.p1.x + grabbed_bbox.get_width(); + dest_.p1.x = bbox.get_right() + 1; + dest_.p2.x = dest_.p1.x + grabbed_bbox.get_width(); } - if(Sector::current()->is_free_of_tiles(dest, true)) { - moving_object->set_pos(dest.p1); + 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 { @@ -834,6 +936,9 @@ Player::handle_input() if( backflipping && ( !controller->hold(Controller::JUMP) && !backflip_timer.started()) ){ backflipping = false; backflip_direction = 0; + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); } } @@ -877,8 +982,6 @@ Player::try_grab() // make sure the Portable is a MovingObject MovingObject* moving_object = dynamic_cast (portable); assert(moving_object); - if(moving_object == NULL) - continue; // make sure the Portable isn't currently non-solid if(moving_object->get_group() == COLGROUP_DISABLED) continue; @@ -943,6 +1046,10 @@ Player::add_bonus(const std::string& bonustype) type = FIRE_BONUS; } else if(bonustype == "iceflower") { type = ICE_BONUS; + } else if(bonustype == "airflower") { + type = AIR_BONUS; + } else if(bonustype == "earthflower") { + type = EARTH_BONUS; } else if(bonustype == "none") { type = NO_BONUS; } else { @@ -964,11 +1071,7 @@ Player::add_bonus(BonusType type, bool animate) // ignore GROWUP_BONUS if we're already big if (type == GROWUP_BONUS) { - if (player_status->bonus == GROWUP_BONUS) - return true; - if (player_status->bonus == FIRE_BONUS) - return true; - if (player_status->bonus == ICE_BONUS) + if (player_status->bonus != NO_BONUS) return true; } @@ -1001,7 +1104,7 @@ Player::set_bonus(BonusType type, bool animate) Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300); Vector paccel = Vector(0, 1000); std::string action = (dir==LEFT)?"left":"right"; - Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); + Sector::current()->add_object(std::make_shared("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); if (climbing) stop_climbing(*climbing); } if ((player_status->bonus == ICE_BONUS) && (animate)) { @@ -1010,24 +1113,46 @@ Player::set_bonus(BonusType type, bool animate) Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300); Vector paccel = Vector(0, 1000); std::string action = (dir==LEFT)?"left":"right"; - Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); + Sector::current()->add_object(std::make_shared("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); + if (climbing) stop_climbing(*climbing); + } + if ((player_status->bonus == AIR_BONUS) && (animate)) { + // visually lose hat + Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y); + Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300); + Vector paccel = Vector(0, 1000); + std::string action = (dir==LEFT)?"left":"right"; + Sector::current()->add_object(std::make_shared("images/objects/particles/airtux-hat.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); + if (climbing) stop_climbing(*climbing); + } + if ((player_status->bonus == EARTH_BONUS) && (animate)) { + // visually lose hard-hat + Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y); + Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300); + Vector paccel = Vector(0, 1000); + std::string action = (dir==LEFT)?"left":"right"; + Sector::current()->add_object(std::make_shared("images/objects/particles/earthtux-hardhat.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); if (climbing) stop_climbing(*climbing); } player_status->max_fire_bullets = 0; player_status->max_ice_bullets = 0; + player_status->max_air_time = 0; + player_status->max_earth_time = 0; } if (type == FIRE_BONUS) player_status->max_fire_bullets++; if (type == ICE_BONUS) player_status->max_ice_bullets++; + if (type == AIR_BONUS) player_status->max_air_time++; + if (type == EARTH_BONUS) player_status->max_earth_time++; player_status->bonus = type; return true; } 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); @@ -1068,6 +1193,10 @@ Player::draw(DrawingContext& context) sa_prefix = "fire"; else if (player_status->bonus == ICE_BONUS) sa_prefix = "ice"; + else if (player_status->bonus == AIR_BONUS) + sa_prefix = "air"; + else if (player_status->bonus == EARTH_BONUS) + sa_prefix = "earth"; else sa_prefix = "small"; @@ -1086,6 +1215,9 @@ Player::draw(DrawingContext& context) // do_duck() will take care of cancelling growing manually // update() will take care of cancelling when growing completed } + else if (stone) { + sprite->set_action(sprite->get_action()+"-stone"); + } else if (climbing) { sprite->set_action(sa_prefix+"-climbing"+sa_postfix); } @@ -1104,8 +1236,10 @@ Player::draw(DrawingContext& context) 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) { @@ -1137,6 +1271,13 @@ Player::draw(DrawingContext& context) } } + /* Set Tux powerup sprite action */ + if (player_status->bonus == EARTH_BONUS) { + powersprite->set_action(sprite->get_action()); + lightsprite->set_action(sprite->get_action()); + } else if (player_status->bonus == AIR_BONUS) + powersprite->set_action(sprite->get_action()); + /* // Tux is holding something if ((grabbed_object != 0 && physic.get_velocity_y() == 0) || @@ -1150,8 +1291,35 @@ Player::draw(DrawingContext& context) /* Draw Tux */ if (safe_timer.started() && size_t(game_time*40)%2) ; // don't draw Tux + else if (player_status->bonus == EARTH_BONUS){ // draw special effects with earthflower bonus + // shake at end of maximum stone duration + Vector shake_delta = (stone && ability_timer.get_timeleft() < 1.0f) ? Vector(graphicsRandom.rand(-3,3), 0) : Vector(0,0); + sprite->draw(context, get_pos() + shake_delta, LAYER_OBJECTS + 1); + // draw hardhat + powersprite->draw(context, get_pos() + shake_delta, LAYER_OBJECTS + 1); + // light + context.push_target(); + context.set_target(DrawingContext::LIGHTMAP); + lightsprite->draw(context, get_pos(), 0); + context.pop_target(); + // give an indicator that stone form cannot be used for a while + if (cooldown_timer.started() && graphicsRandom.rand(0, 4) == 0) { + float px = graphicsRandom.randf(bbox.p1.x, bbox.p2.x); + float py = bbox.p2.y+8; + Vector ppos = Vector(px, py); + Sector::current()->add_object(std::make_shared( + "images/objects/particles/sparkle.sprite", "dark", + ppos, ANCHOR_MIDDLE, Vector(0, 0), Vector(0, 0), LAYER_OBJECTS+1+5)); + } + } else { - sprite->draw(context, get_pos(), LAYER_OBJECTS + 1); + if(dying) + sprite->draw(context, get_pos(), Sector::current()->get_foremost_layer() + 1); + else + sprite->draw(context, get_pos(), LAYER_OBJECTS + 1); + + if (player_status->bonus == AIR_BONUS) + powersprite->draw(context, get_pos(), LAYER_OBJECTS + 1); } } @@ -1173,7 +1341,7 @@ Player::collision_tile(uint32_t tile_attributes) if( tile_attributes & Tile::WATER ){ swimming = true; no_water = false; - sound_manager->play( "sounds/splash.ogg" ); + SoundManager::current()->play( "sounds/splash.wav" ); } } #endif @@ -1194,21 +1362,19 @@ Player::collision_solid(const CollisionHit& hit) 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( + Sector::current()->add_object(std::make_shared( 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( + 50, 70, 260, 280, Vector(0, 300), 3, + Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1)); + Sector::current()->add_object(std::make_shared( 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)); + -70, -50, 260, 280, Vector(0, 300), 3, + Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1)); Sector::current()->camera->shake(.1f, 0, 5); } @@ -1263,6 +1429,8 @@ Player::collision(GameObject& other, const CollisionHit& hit) if(badguy != NULL) { if(safe_timer.started() || invincible_timer.started()) return FORCE_MOVE; + if(stone) + return ABORT_MOVE; return CONTINUE; } @@ -1273,7 +1441,7 @@ Player::collision(GameObject& other, const CollisionHit& hit) 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); } @@ -1285,7 +1453,7 @@ Player::kill(bool completely) if(dying || deactivated || is_winning() ) return; - if(!completely && (safe_timer.started() || invincible_timer.started())) + if(!completely && (safe_timer.started() || invincible_timer.started() || stone)) return; growing = false; @@ -1294,11 +1462,17 @@ Player::kill(bool completely) physic.set_velocity_x(0); + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); + if(!completely && is_big()) { - sound_manager->play("sounds/hurt.wav"); + SoundManager::current()->play("sounds/hurt.wav"); if(player_status->bonus == FIRE_BONUS - || player_status->bonus == ICE_BONUS) { + || player_status->bonus == ICE_BONUS + || player_status->bonus == AIR_BONUS + || player_status->bonus == EARTH_BONUS) { safe_timer.start(TUX_SAFE_TIME); set_bonus(GROWUP_BONUS, true); } else if(player_status->bonus == GROWUP_BONUS) { @@ -1306,6 +1480,9 @@ Player::kill(bool completely) adjust_height(SMALL_TUX_HEIGHT); duck = false; backflipping = false; + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); set_bonus(NO_BONUS, true); } else if(player_status->bonus == NO_BONUS) { safe_timer.start(TUX_SAFE_TIME); @@ -1313,7 +1490,7 @@ Player::kill(bool completely) duck = false; } } else { - sound_manager->play("sounds/kill.wav"); + SoundManager::current()->play("sounds/kill.wav"); // do not die when in edit mode if (edit_mode) { @@ -1326,7 +1503,7 @@ Player::kill(bool completely) for (int i = 0; i < 5; i++) { // the numbers: starting x, starting y, velocity y - Sector::current()->add_object(new FallingCoin(get_pos() + + Sector::current()->add_object(std::make_shared(get_pos() + Vector(graphicsRandom.rand(5), graphicsRandom.rand(-32,18)), graphicsRandom.rand(-100,100))); } @@ -1349,7 +1526,7 @@ Player::kill(bool completely) // TODO: need nice way to handle players dying in co-op mode Sector::current()->effect->fade_out(3.0); - sound_manager->stop_music(3.0); + SoundManager::current()->pause_music(3.0); } } @@ -1365,6 +1542,9 @@ Player::move(const Vector& vector) set_size(TUX_WIDTH, SMALL_TUX_HEIGHT); duck = false; backflipping = false; + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); last_ground_y = vector.y; if (climbing) stop_climbing(*climbing); @@ -1413,7 +1593,7 @@ Player::add_velocity(const Vector& velocity, const Vector& end_speed) physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y)); } -Vector +Vector Player::get_velocity() { return physic.get_velocity(); @@ -1422,10 +1602,12 @@ Player::get_velocity() void Player::bounce(BadGuy& ) { - if(controller->hold(Controller::JUMP)) - physic.set_velocity_y(-520); - else - physic.set_velocity_y(-300); + if(!(player_status->bonus == AIR_BONUS)) + physic.set_velocity_y(controller->hold(Controller::JUMP) ? -520 : -300); + else { + physic.set_velocity_y(controller->hold(Controller::JUMP) ? -580 : -340); + ability_time = player_status->max_air_time * GLIDE_TIME_PER_FLOWER; + } } //scripting Functions Below @@ -1456,6 +1638,11 @@ void Player::walk(float speed) physic.set_velocity_x(speed); } +void Player::set_dir(bool right) +{ + dir = right ? RIGHT : LEFT; +} + void Player::set_ghost_mode(bool enable) { @@ -1483,7 +1670,7 @@ Player::set_edit_mode(bool enable) edit_mode = enable; } -void +void Player::start_climbing(Climbable& climbable) { if (climbing || !&climbable) return; @@ -1495,17 +1682,20 @@ Player::start_climbing(Climbable& climbable) if (backflipping) { backflipping = false; backflip_direction = 0; + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->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; } @@ -1549,7 +1739,7 @@ Player::handle_input_climbing() if (can_jump) { stop_climbing(*climbing); return; - } + } } else { can_jump = true; }