X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fobject%2Fplayer.cpp;h=86318a521e049d53940298f63e7df0ebdce7edf5;hb=c6e51efddc6f6dabd72b70a7d84cf24ee677f082;hp=b056ecf321028929a0773ab754e63dd4b3992674;hpb=06d20970bd5005edca5c6eb056080937f2e215df;p=supertux.git diff --git a/src/object/player.cpp b/src/object/player.cpp index b056ecf32..86318a521 100644 --- a/src/object/player.cpp +++ b/src/object/player.cpp @@ -30,12 +30,12 @@ #include "object/sprite_particle.hpp" #include "scripting/squirrel_util.hpp" #include "supertux/game_session.hpp" -#include "supertux/main.hpp" +#include "supertux/globals.hpp" #include "supertux/sector.hpp" #include "supertux/tile.hpp" #include "trigger/climbable.hpp" -#include +#include //#define SWIMMING @@ -154,13 +154,17 @@ Player::Player(PlayerStatus* _player_status, const std::string& name) : this->name = name; controller = g_main_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"); - airarrow.reset(new Surface("images/engine/hud/airarrow.png")); + airarrow = Surface::create("images/engine/hud/airarrow.png"); idle_timer.start(IDLE_TIME[0]/1000.0f); sound_manager->preload("sounds/bigjump.wav"); sound_manager->preload("sounds/jump.wav"); sound_manager->preload("sounds/hurt.wav"); + sound_manager->preload("sounds/kill.wav"); sound_manager->preload("sounds/skid.wav"); sound_manager->preload("sounds/flip.wav"); sound_manager->preload("sounds/invincible_start.ogg"); @@ -221,7 +225,7 @@ Player::expose(HSQUIRRELVM vm, SQInteger table_idx) if (name.empty()) return; - Scripting::expose_object(vm, table_idx, dynamic_cast(this), name, false); + scripting::expose_object(vm, table_idx, dynamic_cast(this), name, false); } void @@ -230,7 +234,7 @@ Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx) if (name.empty()) return; - Scripting::unexpose_object(vm, table_idx, name); + scripting::unexpose_object(vm, table_idx, name); } float @@ -277,12 +281,12 @@ Player::do_scripting_controller(std::string control, bool pressed) bool Player::adjust_height(float new_height) { - Rect bbox2 = bbox; + Rectf bbox2 = bbox; bbox2.move(Vector(0, bbox.get_height() - new_height)); bbox2.set_height(new_height); if(new_height > bbox.get_height()) { - Rect additional_space = bbox2; + Rectf additional_space = bbox2; additional_space.set_height(new_height - bbox.get_height()); if(!Sector::current()->is_free_of_statics(additional_space, this, true)) return false; @@ -374,9 +378,7 @@ Player::update(float elapsed_time) movement = physic.get_movement(elapsed_time); if(grabbed_object != NULL && !dying) { - Vector pos = get_pos() + - Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32); - grabbed_object->grab(*this, pos, dir); + position_grabbed_object(); } if(grabbed_object != NULL && dying){ @@ -391,11 +393,11 @@ Player::update(float elapsed_time) 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); @@ -468,9 +470,8 @@ Player::handle_horizontal_input() } } - // 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 + if ( false /* grabbed_extra_heavy_object */) { ax = dirsign * WALK_ACCELERATION_X; // limit speed if(vx >= MAX_WALK_XM && dirsign > 0) { @@ -757,6 +758,7 @@ Player::handle_input() if(Sector::current()->add_bullet( get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) : Vector(32, bbox.get_height()/2)), + player_status, physic.get_velocity_x(), dir)) shooting_timer.start(SHOOTING_TIME); } @@ -772,29 +774,54 @@ Player::handle_input() try_grab(); if(!controller->hold(Controller::ACTION) && grabbed_object) { - // move the grabbed object a bit away from tux - Vector pos = get_pos() + - Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1, - bbox.get_height()*0.66666 - 32); - Rect dest(pos, pos + Vector(32, 32)); - if(Sector::current()->is_free_of_movingstatics(dest)) { - MovingObject* moving_object = dynamic_cast (grabbed_object); - if(moving_object) { - moving_object->set_pos(pos); + MovingObject* moving_object = dynamic_cast (grabbed_object); + if(moving_object) { + // move the grabbed object a bit away from tux + Rectf grabbed_bbox = moving_object->get_bbox(); + Rectf dest; + dest.p2.y = bbox.get_top() + bbox.get_height()*0.66666; + dest.p1.y = dest.p2.y - grabbed_bbox.get_height(); + if(dir == LEFT) { + dest.p2.x = bbox.get_left() - 1; + dest.p1.x = dest.p2.x - grabbed_bbox.get_width(); } else { - log_debug << "Non MovingObject grabbed?!?" << std::endl; + dest.p1.x = bbox.get_right() + 1; + dest.p2.x = dest.p1.x + grabbed_bbox.get_width(); } - if(controller->hold(Controller::UP)) { - grabbed_object->ungrab(*this, UP); - } else { - grabbed_object->ungrab(*this, dir); + if(Sector::current()->is_free_of_movingstatics(dest)) { + moving_object->set_pos(dest.p1); + if(controller->hold(Controller::UP)) { + grabbed_object->ungrab(*this, UP); + } else { + grabbed_object->ungrab(*this, dir); + } + grabbed_object = NULL; } - grabbed_object = NULL; + } else { + log_debug << "Non MovingObject grabbed?!?" << std::endl; } } } void +Player::position_grabbed_object() +{ + MovingObject* moving_object = dynamic_cast(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 @@ -826,7 +853,7 @@ Player::try_grab() if(moving_object->get_bbox().contains(pos)) { if (climbing) stop_climbing(*climbing); grabbed_object = portable; - grabbed_object->grab(*this, get_pos(), dir); + position_grabbed_object(); break; } } @@ -995,7 +1022,7 @@ Player::draw(DrawingContext& context) float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2; float py = Sector::current()->camera->get_translation().y; py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f); - context.draw_surface(airarrow.get(), Vector(px, py), LAYER_HUD - 1); + context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1); } std::string sa_prefix = ""; @@ -1148,6 +1175,7 @@ Player::collision_solid(const CollisionHit& hit) 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) { @@ -1177,12 +1205,15 @@ Player::collision(GameObject& other, const CollisionHit& hit) return FORCE_MOVE; } + Player* player = dynamic_cast (&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 (&other) != NULL); -#endif MovingObject* moving_object = static_cast (&other); if(moving_object->get_group() == COLGROUP_TOUCHABLE) { TriggerBase* trigger = dynamic_cast (&other); @@ -1225,13 +1256,13 @@ Player::kill(bool completely) growing = false; - sound_manager->play("sounds/hurt.wav"); - if (climbing) stop_climbing(*climbing); physic.set_velocity_x(0); if(!completely && is_big()) { + sound_manager->play("sounds/hurt.wav"); + if(player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS) { safe_timer.start(TUX_SAFE_TIME); @@ -1248,6 +1279,7 @@ Player::kill(bool completely) duck = false; } } else { + sound_manager->play("sounds/kill.wav"); // do not die when in edit mode if (edit_mode) { @@ -1255,22 +1287,10 @@ Player::kill(bool completely) return; } - if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty()) - { - for (int i = 0; i < 5; i++) - { - // 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))); - } - player_status->coins -= std::max(player_status->coins/10, 25); - } - else - { - 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); @@ -1278,6 +1298,7 @@ Player::kill(bool completely) dying_timer.start(3.0); set_group(COLGROUP_DISABLED); + // 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); } @@ -1294,6 +1315,7 @@ Player::move(const Vector& vector) else set_size(31.8f, 31.8f); duck = false; + backflipping = false; last_ground_y = vector.y; if (climbing) stop_climbing(*climbing); @@ -1301,7 +1323,7 @@ Player::move(const Vector& vector) } void -Player::check_bounds(Camera* camera) +Player::check_bounds() { /* Keep tux in sector bounds: */ if (get_pos().x < 0) { @@ -1321,17 +1343,6 @@ Player::check_bounds(Camera* camera) 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 @@ -1368,7 +1379,7 @@ Player::bounce(BadGuy& ) physic.set_velocity_y(-300); } -//Scripting Functions Below +//scripting Functions Below void Player::deactivate()