X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fplayer.cpp;h=2ecaaadc52232c589c5b5e73037998e0b79072cd;hb=00fb759c2385ff08caf38e916c2d0ba8cafc8a41;hp=036cb69655db55a2577c3401721ccf11f2fa641d;hpb=a212f25e863579c27c5f2bf5e60770c91722f9a5;p=supertux.git diff --git a/src/player.cpp b/src/player.cpp index 036cb6965..2ecaaadc5 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -16,91 +16,166 @@ // 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 -#include +#include +#include #include #include -#include "gameloop.h" -#include "globals.h" + +#include "app/globals.h" +#include "app/gettext.h" #include "player.h" #include "defines.h" #include "scene.h" #include "tile.h" -#include "sprite.h" -#include "screen.h" +#include "special/sprite.h" +#include "sector.h" +#include "tilemap.h" +#include "camera.h" +#include "gameobjs.h" +#include "resources.h" +#include "video/screen.h" +#include "statistics.h" +#include "gameloop.h" +#include "trigger/trigger_base.h" + +// behavior definitions: +#define TILES_FOR_BUTTJUMP 3 +// animation times (in ms): +#define SHOOTING_TIME .150 + +// time before idle animation starts +#define IDLE_TIME 2.500 -#define AUTOSCROLL_DEAD_INTERVAL 300 +// growing animation +Surface* growingtux_left[GROWING_FRAMES]; +Surface* growingtux_right[GROWING_FRAMES]; -Surface* tux_life; +Surface* tux_life = 0; -Sprite* smalltux_gameover; -Sprite* smalltux_star; -Sprite* largetux_star; +Sprite* smalltux_gameover = 0; +Sprite* smalltux_star = 0; +Sprite* bigtux_star = 0; -PlayerSprite smalltux; -PlayerSprite largetux; -PlayerSprite icetux; -PlayerSprite firetux; +TuxBodyParts* small_tux = 0; +TuxBodyParts* big_tux = 0; +TuxBodyParts* fire_tux = 0; +TuxBodyParts* ice_tux = 0; PlayerKeymap keymap; PlayerKeymap::PlayerKeymap() { - keymap.jump = SDLK_UP; - keymap.duck = SDLK_DOWN; + keymap.up = SDLK_UP; + keymap.down = SDLK_DOWN; keymap.left = SDLK_LEFT; keymap.right = SDLK_RIGHT; - keymap.fire = SDLK_LCTRL; + + keymap.power = SDLK_LCTRL; + keymap.jump = SDLK_LALT; } void player_input_init(player_input_type* pplayer_input) { + pplayer_input->up = UP; + pplayer_input->old_up = UP; 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; - pplayer_input->old_up = UP; + pplayer_input->jump = UP; + pplayer_input->old_jump = UP; + pplayer_input->activate = UP; } void -Player::init() +TuxBodyParts::set_action(std::string action) { - Level* plevel = World::current()->get_level(); + if(head != NULL) + head->set_action(action); + if(body != NULL) + body->set_action(action); + if(arms != NULL) + arms->set_action(action); + if(feet != NULL) + feet->set_action(action); +} +void +TuxBodyParts::one_time_animation() +{ + if(head != NULL) + head->start_animation(1); + if(body != NULL) + body->start_animation(1); + if(arms != NULL) + arms->start_animation(1); + if(feet != NULL) + feet->start_animation(1); +} + +void +TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer, + Uint32 drawing_effect) +{ + if(head != NULL) + head->draw(context, pos, layer-1, drawing_effect); + if(body != NULL) + body->draw(context, pos, layer-3, drawing_effect); + if(arms != NULL) + arms->draw(context, pos, layer, drawing_effect); + if(feet != NULL) + feet->draw(context, pos, layer-2, drawing_effect); +} + +Player::Player() +{ + init(); +} + +Player::~Player() +{ +} + +void +Player::init() +{ holding_something = false; - base.width = 32; - base.height = 32; + bbox.set_size(32, 32); size = SMALL; got_power = NONE_POWER; - base.x = plevel->start_pos_x; - base.y = plevel->start_pos_y; - base.xm = 0; - base.ym = 0; - previous_base = old_base = base; dir = RIGHT; old_dir = dir; duck = false; + dead = false; dying = DYING_NOT; + last_ground_y = 0; + fall_mode = ON_GROUND; jumping = false; + flapping = false; can_jump = true; + can_flap = false; + falling_from_flap = false; + enable_hover = false; butt_jump = false; - - frame_main = 0; - frame_ = 0; - player_input_init(&input); + flapping_velocity = 0; - invincible_timer.init(true); - skidding_timer.init(true); - safe_timer.init(true); - frame_timer.init(true); - kick_timer.init(true); + // temporary to help player's choosing a flapping + flapping_mode = MAREK_FLAP; + + // Ricardo's flapping + flaps_nb = 0; + + on_ground_flag = false; + + player_input_init(&input); physic.reset(); } @@ -108,6 +183,8 @@ Player::init() int Player::key_event(SDLKey key, int state) { + idle_timer.start(IDLE_TIME, true); + if(key == keymap.right) { input.right = state; @@ -118,21 +195,33 @@ Player::key_event(SDLKey key, int state) input.left = state; return true; } - else if(key == keymap.jump) + else if(key == keymap.up) { + if(state == UP) + input.old_up = UP; input.up = state; + /* Up key also opens activates stuff */ + input.activate = state; return true; } - else if(key == keymap.duck) + else if(key == keymap.down) { input.down = state; return true; } - else if(key == keymap.fire) + else if(key == keymap.power) { if (state == UP) input.old_fire = UP; input.fire = state; + + return true; + } + else if(key == keymap.jump) + { + if (state == UP) + input.old_jump = UP; + input.jump = state; return true; } else @@ -142,162 +231,76 @@ Player::key_event(SDLKey key, int state) void Player::level_begin() { - base.x = 100; - base.y = 170; - base.xm = 0; - base.ym = 0; - previous_base = old_base = base; + move(Vector(100, 170)); duck = false; dying = DYING_NOT; player_input_init(&input); - invincible_timer.init(true); - skidding_timer.init(true); - safe_timer.init(true); - frame_timer.init(true); + on_ground_flag = false; physic.reset(); } +PlayerStatus& +Player::get_status() +{ + return player_status; +} + void -Player::action(double frame_ratio) +Player::action(float elapsed_time) { - bool jumped_in_solid = false; + if(dying && dying_timer.check()) { + dead = true; + return; + } if (input.fire == UP) holding_something = false; - /* Move tux: */ - previous_base = base; - - /* --- HANDLE TUX! --- */ if(dying == DYING_NOT) handle_input(); - physic.apply(frame_ratio, base.x, base.y); - - if(dying == DYING_NOT) - { - base_type target = base; - - collision_swept_object_map(&old_base, &base); - - if (!invincible_timer.started() - && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y) - || isspike(base.x, base.y + base.height) - || isspike(base.x + base.width, base.y + base.height))) - { - kill(SHRINK); - } - - // Don't accelerate Tux if he is running against a wall - if (target.x != base.x) - { - physic.set_velocity_x(0); - } + movement = physic.get_movement(elapsed_time); +#if 0 // special exception for cases where we're stuck under tiles after // being ducked. In this case we drift out if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y && collision_object_map(base)) { - base.x += frame_ratio * WALK_SPEED * (dir ? 1: -1); + base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1); previous_base = old_base = base; } - // Land: - if (!on_ground()) - { - physic.enable_gravity(true); - if(under_solid()) + /* Reset score multiplier (for multi-hits): */ + if (!invincible_timer.started()) { - // fall down - physic.set_velocity_y(0); - jumped_in_solid = true; - } - } - else - { - /* Land: */ - if (physic.get_velocity_y() < 0) - { - base.y = (int)(((int)base.y / 32) * 32); - physic.set_velocity_y(0); - } - - physic.enable_gravity(false); - /* Reset score multiplier (for multi-hits): */ - if (!invincible_timer.started()) + if(player_status.score_multiplier > player_status.max_score_multiplier) + { + player_status.max_score_multiplier = player_status.score_multiplier; + + // show a message + char str[124]; + sprintf(str, _("New max combo: %d"), player_status.max_score_multiplier-1); + Sector::current()->add_floating_text(base, str); + } player_status.score_multiplier = 1; - } - - if(jumped_in_solid) - { - if (isbrick(base.x, base.y) || - isfullbox(base.x, base.y)) - { - World::current()->trygrabdistro(base.x, base.y - 32,BOUNCE); - World::current()->trybumpbadguy(base.x, base.y - 64); - - World::current()->trybreakbrick(base.x, base.y, size == SMALL); - - bumpbrick(base.x, base.y); - World::current()->tryemptybox(base.x, base.y, RIGHT); - } - - if (isbrick(base.x+ 31, base.y) || - isfullbox(base.x+ 31, base.y)) - { - World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE); - World::current()->trybumpbadguy(base.x+ 31, base.y - 64); - - if(size == BIG) - World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL); - - bumpbrick(base.x+ 31, base.y); - World::current()->tryemptybox(base.x+ 31, base.y, LEFT); } } - grabdistros(); - - if (jumped_in_solid) - { - ++base.y; - ++old_base.y; - if(on_ground()) - { - /* Make sure jumping is off. */ - jumping = false; - } - } } +#endif - /* ---- DONE HANDLING TUX! --- */ - - // check some timers - skidding_timer.check(); - invincible_timer.check(); - safe_timer.check(); - kick_timer.check(); + on_ground_flag = false; } bool Player::on_ground() { - return ( issolid(base.x + base.width / 2, base.y + base.height) || - issolid(base.x + 1, base.y + base.height) || - issolid(base.x + base.width - 1, base.y + base.height) ); -} - -bool -Player::under_solid() -{ - return ( issolid(base.x + base.width / 2, base.y) || - issolid(base.x + 1, base.y) || - issolid(base.x + base.width - 1, base.y) ); + return on_ground_flag; } void @@ -347,15 +350,29 @@ Player::handle_horizontal_input() } // changing directions? - if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) { - if(fabs(vx)>SKID_XM && !skidding_timer.check()) { + if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) + { + // let's skid! + if(fabs(vx)>SKID_XM && !skidding_timer.started()) + { skidding_timer.start(SKID_TIME); - play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER); + SoundManager::get()->play_sound(IDToSound(SND_SKID)); + // dust some partcles + Sector::current()->add_object( + new Particles( + Vector(bbox.p1.x + (dir == RIGHT ? bbox.get_width() : 0), + bbox.p2.y), + dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20, + Vector(280,-260), Vector(0,0.030), 3, Color(100,100,100), 3, .8, + LAYER_OBJECTS+1)); + ax *= 2.5; - } else { + } + else + { ax *= 2; - } - } + } + } // we get slower when not pressing any keys if(dirsign == 0) { @@ -369,6 +386,7 @@ Player::handle_horizontal_input() } } +#if 0 // if we're on ice slow down acceleration or deceleration if (isice(base.x, base.y + base.height)) { @@ -381,6 +399,7 @@ Player::handle_horizontal_input() // must stay above zero, though if (ax != 0) ax *= 1 / fabs(vx); } +#endif physic.set_velocity(vx, vy); physic.set_acceleration(ax, ay); @@ -389,386 +408,519 @@ Player::handle_horizontal_input() void Player::handle_vertical_input() { + // set fall mode... + if(on_ground()) { + fall_mode = ON_GROUND; + last_ground_y = get_pos().y; + } else { + if(get_pos().y > last_ground_y) + fall_mode = FALLING; + else if(fall_mode == ON_GROUND) + fall_mode = JUMPING; + } + + if(on_ground()) { /* Make sure jumping is off. */ + jumping = false; + flapping = false; + falling_from_flap = false; + if (flapping_timer.started()) { + flapping_timer.start(0); + } + + physic.set_acceleration_y(0); //for flapping + } + // Press jump key - if(input.up == DOWN && can_jump && on_ground()) + if(input.jump == DOWN && can_jump && on_ground()) { if(duck) { // only jump a little bit when in duck mode { - physic.set_velocity_y(3); + physic.set_velocity_y(300); } else { // jump higher if we are running if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) - physic.set_velocity_y(5.8); + physic.set_velocity_y(580); else - physic.set_velocity_y(5.2); + physic.set_velocity_y(520); } - --base.y; + //bbox.move(Vector(0, -1)); jumping = true; + flapping = false; can_jump = false; - butt_jump = true; // player started jumping, enable butt jump + can_flap = false; + flaps_nb = 0; // Ricardo's flapping if (size == SMALL) - play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER); + SoundManager::get()->play_sound(IDToSound(SND_JUMP)); else - play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER); + SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP)); } // Let go of jump key - else if(input.up == UP && jumping && physic.get_velocity_y() > 0) + else if(input.jump == UP) { - jumping = false; - physic.set_velocity_y(0); - butt_jump = false; // jump was not full, disable butt jump + if (!flapping && !duck && !falling_from_flap && !on_ground()) + { + can_flap = true; + } + if (jumping && physic.get_velocity_y() > 0) + { + jumping = false; + physic.set_velocity_y(0); + } } - /* Do butt jump, in case the player has done the combination - (full jump and hold DOWN) */ - if (input.down == UP && physic.get_velocity_y() < 0 && butt_jump) - butt_jump = false; // in case DOWN is not hold after the full jump, disable it - + // temporary to help player's choosing a flapping + if(flapping_mode == RICARDO_FLAP) + { + // Flapping, Ricardo's version + // similar to SM3 Fox + if(input.jump == DOWN && input.old_jump == UP && can_flap && + flaps_nb < 3) + { + physic.set_velocity_y(350); + physic.set_velocity_x(physic.get_velocity_x() * 35); + flaps_nb++; + } + } + else if(flapping_mode == MAREK_FLAP) + { + // Flapping, Marek's version + if (input.jump == DOWN && can_flap) + { + if (!flapping_timer.started()) + { + flapping_timer.start(TUX_FLAPPING_TIME); + flapping_velocity = physic.get_velocity_x(); + } + if (flapping_timer.check()) + { + can_flap = false; + falling_from_flap = true; + } + jumping = true; + flapping = true; + if (!flapping_timer.check()) { + float cv = flapping_velocity * sqrt( + TUX_FLAPPING_TIME - flapping_timer.get_timegone() + / TUX_FLAPPING_TIME); + + //Handle change of direction while flapping + if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) { + cv *= (-1); + } + physic.set_velocity_x(cv); + physic.set_velocity_y( + flapping_timer.get_timegone()/.850); + } + } + } + else if(flapping_mode == RYAN_FLAP) + { + // Flapping, Ryan's version + if (input.jump == DOWN && can_flap) + { + if (!flapping_timer.started()) + { + flapping_timer.start(TUX_FLAPPING_TIME); + } + if (flapping_timer.check()) + { + can_flap = false; + falling_from_flap = true; + } + jumping = true; + flapping = true; + if (flapping && flapping_timer.get_timegone() <= TUX_FLAPPING_TIME + && physic.get_velocity_y() < 0) + { + float gravity = Sector::current()->gravity; + (void)gravity; + float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM); + + // XXX: magic numbers. should be a percent of gravity + // gravity is (by default) -0.1f + physic.set_acceleration_y(12 + 1*xr); + +#if 0 + // To slow down x-vel when flapping (not working) + if (fabsf(physic.get_velocity_x()) > MAX_WALK_XM) + { + if (physic.get_velocity_x() < 0) + physic.set_acceleration_x(1.0f); + else if (physic.get_velocity_x() > 0) + physic.set_acceleration_x(-1.0f); + } +#endif + } + } + else + { + physic.set_acceleration_y(0); + } + } + + // Hover + //(disabled by default, use cheat code "hover" to toggle on/off) + //TODO: needs some tweaking, especially when used together with double jump and jumping off badguys + if (enable_hover && input.jump == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0) + { + physic.set_velocity_y(-100); + } + +#if 0 + /* In case the player has pressed Down while in a certain range of air, + enable butt jump action */ + if (input.down == DOWN && !butt_jump && !duck) + if(tiles_on_air(TILES_FOR_BUTTJUMP) && jumping) + butt_jump = true; +#endif + + /* When Down is not held anymore, disable butt jump */ + if(butt_jump && input.down == UP) + butt_jump = false; + + // Do butt jump if (butt_jump && on_ground() && size == BIG) { - if(World::current()->trybreakbrick(base.x, base.y + base.height, false) - || World::current()->trybreakbrick( - base.x + base.width, base.y + base.height, false)) { - // make tux jumping a little bit again after breaking the bricks - physic.set_velocity_y(2); + // Add a smoke cloud + if (duck) + Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y)); + else + Sector::current()->add_smoke_cloud( + Vector(get_pos().x - 32, get_pos().y + 32)); + + butt_jump = false; + +#if 0 + // Break bricks beneath Tux + if(Sector::current()->trybreakbrick( + Vector(base.x + 1, base.y + base.height), false) + || Sector::current()->trybreakbrick( + Vector(base.x + base.width - 1, base.y + base.height), false)) + { + physic.set_velocity_y(2); + butt_jump = true; + } +#endif + +#if 0 + // Kill nearby badguys + std::vector gameobjects = Sector::current()->gameobjects; + for (std::vector::iterator i = gameobjects.begin(); + i != gameobjects.end(); + i++) + { + BadGuy* badguy = dynamic_cast (*i); + if(badguy) + { + // don't kill when badguys are already dying or in a certain mode + if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING && + badguy->mode != BadGuy::BOMB_EXPLODE) + { + if (fabsf(base.x - badguy->base.x) < 96 && + fabsf(base.y - badguy->base.y) < 64) + badguy->kill_me(25); + } + } } -// butt_jump = false; +#endif } - if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) || - issolid(base.x + 1, base.y + base.height + 64) || - issolid(base.x + base.width - 1, base.y + base.height + 64)) + /** jumping is only allowed if we're about to touch ground soon and if the + * button has been up in between the last jump + */ + // FIXME +#if 0 + if ( (issolid(get_pos().x + bbox.get_width() / 2, + get_pos().y + bbox.get_height() + 64) || + issolid(get_pos().x + 1, get_pos().y + bbox.get_height() + 64) || + issolid(get_pos().x + bbox.get_width() - 1, + get_pos().y + bbox.get_height() + 64)) && jumping == false && can_jump == false - && input.up == DOWN - && input.old_up == UP) + && input.jump == DOWN + && input.old_jump == UP) { can_jump = true; } +#endif - if(on_ground()) /* Make sure jumping is off. */ - jumping = false; - - input.old_up = input.up; + input.old_jump = input.jump; } void Player::handle_input() { /* Handle horizontal movement: */ - handle_horizontal_input(); + handle_horizontal_input(); /* Jump/jumping? */ - - if (on_ground() && input.up == UP) + if (on_ground() && input.jump == UP) can_jump = true; handle_vertical_input(); /* Shoot! */ - if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER) - { - holding_something = true; - World::current()->add_bullet(base.x, base.y + (base.height/2), physic.get_velocity_x(), dir); - input.old_fire = DOWN; - } - - /* tux animations: */ - if(!frame_timer.check()) - { - frame_timer.start(25); - if (input.right == UP && input.left == UP) - { - frame_main = 1; - frame_ = 1; - } - else - { - if ((input.fire == DOWN && (global_frame_counter % 2) == 0) || - (global_frame_counter % 4) == 0) - frame_main = (frame_main + 1) % 4; - - frame_ = frame_main; - - if (frame_ == 3) - frame_ = 1; - } - } + if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER) { + if(Sector::current()->add_bullet( + get_pos() + Vector(0, bbox.get_height()/2), + physic.get_velocity_x(), dir)) + shooting_timer.start(SHOOTING_TIME); + input.old_fire = DOWN; + } /* Duck! */ - if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground()) + if (input.down == DOWN && size == BIG && !duck + && physic.get_velocity_y() == 0 && on_ground()) { duck = true; - base.height = 32; - base.y += 32; - // changing base size confuses collision otherwise - old_base = previous_base = base; + bbox.move(Vector(0, 32)); + bbox.set_height(32); } else if(input.down == UP && size == BIG && duck) { // try if we can really unduck - base.y -= 32; - base.height = 64; + bbox.move(Vector(0, -32)); + bbox.set_height(64); + duck = false; + // FIXME +#if 0 // when unducking in air we need some space to do so - if(on_ground() || !collision_object_map(base)) { + if(on_ground() || !collision_object_map(bbox)) { duck = false; - // changing base size confuses collision otherwise - old_base = previous_base = base; } else { // undo the ducking changes - base.y += 32; - base.height = 32; - } + bbox.move(Vector(0, 32)); + bbox.set_height(32); + } +#endif } } void -Player::grow() +Player::grow(bool animate) { if(size == BIG) return; size = BIG; - base.height = 64; - base.y -= 32; + bbox.set_height(64); + bbox.move(Vector(0, -32)); - old_base = previous_base = base; + if(animate) + growing_timer.start(GROWING_TIME); } void Player::grabdistros() { - /* Grab distros: */ - if (!dying) - { - World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE); - World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE); +} - World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE); - World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE); +void +Player::draw(DrawingContext& context) +{ + TuxBodyParts* tux_body; + + if (size == SMALL) + tux_body = small_tux; + else if (got_power == FIRE_POWER) + tux_body = fire_tux; + else if (got_power == ICE_POWER) + tux_body = ice_tux; + else + tux_body = big_tux; - if(size == BIG) - { - World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE); - World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE); - } + int layer = LAYER_OBJECTS - 1; + /* Set Tux sprite action */ + if (duck && size == BIG) + { + if(dir == LEFT) + tux_body->set_action("duck-left"); + else // dir == RIGHT + tux_body->set_action("duck-right"); } - - /* Enough distros for a One-up? */ - if (player_status.distros >= DISTROS_LIFEUP) + else if (skidding_timer.started() && !skidding_timer.check()) { - player_status.distros = player_status.distros - DISTROS_LIFEUP; - if(player_status.lives < MAX_LIVES) - ++player_status.lives; - /*We want to hear the sound even, if MAX_LIVES is reached*/ - play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER); + if(dir == LEFT) + tux_body->set_action("skid-left"); + else // dir == RIGHT + tux_body->set_action("skid-right"); + } + else if (kick_timer.started() && !kick_timer.check()) + { + if(dir == LEFT) + tux_body->set_action("kick-left"); + else // dir == RIGHT + tux_body->set_action("kick-right"); + } + else if (butt_jump && size == BIG) + { + if(dir == LEFT) + tux_body->set_action("buttjump-left"); + else // dir == RIGHT + tux_body->set_action("buttjump-right"); + } + else if (physic.get_velocity_y() != 0) + { + if(dir == LEFT) + tux_body->set_action("jump-left"); + else // dir == RIGHT + tux_body->set_action("jump-right"); + } + else + { + if (fabsf(physic.get_velocity_x()) < 1.0f) // standing + { + if(dir == LEFT) + tux_body->set_action("stand-left"); + else // dir == RIGHT + tux_body->set_action("stand-right"); + } + else // moving + { + if(dir == LEFT) + tux_body->set_action("walk-left"); + else // dir == RIGHT + tux_body->set_action("walk-right"); + } } -} -void -Player::draw() -{ - if (!safe_timer.started() || (global_frame_counter % 2) == 0) + if(idle_timer.check()) { - if (dying == DYING_SQUISHED) - { - smalltux_gameover->draw(base.x, base.y); - } - else - { - PlayerSprite* sprite; - - if (size == SMALL) - sprite = &smalltux; - else if (got_power == FIRE_POWER) - sprite = &firetux; - else if (got_power == ICE_POWER) - sprite = &icetux; - else - sprite = &largetux; - - if (duck && size != SMALL) - { - if (dir == RIGHT) - sprite->duck_right->draw(base.x, base.y); - else - sprite->duck_left->draw(base.x, base.y); - } - else if (skidding_timer.started()) - { - if (dir == RIGHT) - sprite->skid_right->draw(base.x, base.y); - else - sprite->skid_left->draw(base.x, base.y); - } - else if (kick_timer.started()) - { - if (dir == RIGHT) - sprite->kick_right->draw(base.x, base.y); - else - sprite->kick_left->draw(base.x, base.y); - } - else if (physic.get_velocity_y() != 0) - { - if (dir == RIGHT) - sprite->jump_right->draw(base.x, base.y); - else - sprite->jump_left->draw(base.x, base.y); - } - else - { - if (fabsf(physic.get_velocity_x()) < 1.0f) // standing - { - if (dir == RIGHT) - sprite->stand_right->draw( base.x, base.y); - else - sprite->stand_left->draw( base.x, base.y); - } - else // moving - { - if (dir == RIGHT) - sprite->walk_right->draw(base.x, base.y); - else - sprite->walk_left->draw(base.x, base.y); - } - } - - // Draw arm overlay graphics when Tux is holding something - if (holding_something && physic.get_velocity_y() == 0) - { - if (dir == RIGHT) - sprite->grab_right->draw(base.x, base.y); - else - sprite->grab_left->draw(base.x, base.y); - } + if(size == BIG) + { + if(dir == LEFT) + tux_body->head->set_action("idle-left"); + else // dir == RIGHT + tux_body->head->set_action("idle-right"); - // Draw blinking star overlay - if (invincible_timer.started() && - (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)) - { - if (size == SMALL || duck) - smalltux_star->draw(base.x, base.y); - else - largetux_star->draw(base.x, base.y); - } - } - } - - if (debug_mode) - fillrect(base.x - scroll_x, base.y - scroll_y, - base.width, base.height, 75,75,75, 150); -} + tux_body->head->start_animation(1); + } -void -Player::collision(void* p_c_object, int c_object) -{ - BadGuy* pbad_c = NULL; - Trampoline* ptramp_c = NULL; + } - switch (c_object) + // Tux is holding something + if ((holding_something && physic.get_velocity_y() == 0) || + (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) { - case CO_BADGUY: - pbad_c = (BadGuy*) p_c_object; - - /* Hurt player if he touches a badguy */ - if (!pbad_c->dying && !dying && - !safe_timer.started() && - pbad_c->mode != BadGuy::HELD) - { - if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN - && !holding_something) - { - holding_something = true; - pbad_c->mode = BadGuy::HELD; - pbad_c->base.y-=8; - } - else if (pbad_c->mode == BadGuy::FLAT) - { - // Don't get hurt if we're kicking a flat badguy! - } - else if (pbad_c->mode == BadGuy::KICK) - { - /* Hurt if you get hit by kicked laptop: */ - if (!invincible_timer.started()) - { - kill(SHRINK); - } - else - pbad_c->kill_me(20); - } - else if (pbad_c->frozen_timer.check() && (pbad_c->kind == BAD_MRBOMB - || pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FISH - || pbad_c->kind == BAD_SPIKY)) - pbad_c->kill_me(20); - else - { - if (!invincible_timer.started()) - { - kill(SHRINK); - } - else - { - pbad_c->kill_me(25); - } - } - player_status.score_multiplier++; - } - break; - - case CO_TRAMPOLINE: - ptramp_c = (Trampoline*) p_c_object; - - // Pick up trampoline - if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground()) + if (duck) { - holding_something = true; - ptramp_c->mode = Trampoline::M_HELD; - ptramp_c->base.y -= 8; + if(dir == LEFT) + tux_body->arms->set_action("duck+grab-left"); + else // dir == RIGHT + tux_body->arms->set_action("duck+grab-right"); } - // Set down trampoline - else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN) + else { - holding_something = false; - ptramp_c->mode = Trampoline::M_NORMAL; - ptramp_c->base.y += 8; - ptramp_c->physic.set_velocity(physic.get_velocity_x(), physic.get_velocity_y()); - - //if (dir == RIGHT) - // ptramp_c->base.x = base.x + base.width+1; - //else /* LEFT */ - // ptramp_c->base.x = base.x - base.width-1; + if(dir == LEFT) + tux_body->arms->set_action("grab-left"); + else // dir == RIGHT + tux_body->arms->set_action("grab-right"); } -/* - // Don't let tux walk through trampoline - else if (ptramp_c->mode != Trampoline::M_HELD && on_ground()) + } + + /* Draw Tux */ + if (dying == DYING_SQUISHED) { + smalltux_gameover->draw(context, get_pos(), LAYER_FOREGROUNDTILES+1); + } else if(growing_timer.get_timeleft() > 0) { + if(size == SMALL) { - if (physic.get_velocity_x() > 0) // RIGHT - { - physic.set_velocity_x(0); - base.x = ptramp_c->base.x - base.width; - } - else if (physic.get_velocity_x() < 0) // LEFT - { - physic.set_velocity_x(0); - base.x = ptramp_c->base.x + ptramp_c->base.width; - } + if (dir == RIGHT) + context.draw_surface(growingtux_right[GROWING_FRAMES-1 - + int((growing_timer.get_timegone() * + GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer); + else + context.draw_surface(growingtux_left[GROWING_FRAMES-1 - + int((growing_timer.get_timegone() * + GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer); + } + else + { + if (dir == RIGHT) + context.draw_surface(growingtux_right[ + int((growing_timer.get_timegone() * + GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer); + else + context.draw_surface(growingtux_left[ + int((growing_timer.get_timegone() * + GROWING_FRAMES) / GROWING_TIME)], + get_pos(), layer); } -*/ + } + else if (safe_timer.started() && size_t(global_time*40)%2) + ; // don't draw Tux + else + tux_body->draw(context, get_pos(), layer); - break; + // Draw blinking star overlay + if (invincible_timer.started() && + (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING + || size_t(global_time*20)%2) + && !dying) + { + if (size == SMALL || duck) + smalltux_star->draw(context, get_pos(), LAYER_OBJECTS + 2); + else + bigtux_star->draw(context, get_pos(), LAYER_OBJECTS + 2); + } + + if (debug_mode) + context.draw_filled_rect(get_pos(), + Vector(bbox.get_width(), bbox.get_height()), + Color(75,75,75, 150), LAYER_OBJECTS+1); +} + +HitResponse +Player::collision(GameObject& other, const CollisionHit& hit) +{ + if(dying) { + return FORCE_MOVE; + } - default: - break; + if(other.get_flags() & FLAG_SOLID) { + if(hit.normal.y < 0) { // landed on floor? + if (physic.get_velocity_y() < 0) + physic.set_velocity_y(0); + on_ground_flag = true; + } else if(hit.normal.y > 0) { // bumped against the roof + physic.set_velocity_y(0); + } + + if(hit.normal.x != 0) { // hit on the side? + if(hit.normal.y > 0.6) // limits the slopes we can move up... + physic.set_velocity_x(0); } + return CONTINUE; + } + + TriggerBase* trigger = dynamic_cast (&other); + if(trigger) { + if(input.up == DOWN && input.old_up == UP) + trigger->event(*this, TriggerBase::EVENT_ACTIVATE); + } + + return FORCE_MOVE; } -/* Kill Player! */ +void +Player::make_invincible() +{ + SoundManager::get()->play_sound(IDToSound(SND_HERRING)); + invincible_timer.start(TUX_INVINCIBLE_TIME); + Sector::current()->play_music(HERRING_MUSIC); +} +/* Kill Player! */ void Player::kill(HurtMode mode) { - play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER); + if(dying) + return; + + if(safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0) + return; + + SoundManager::get()->play_sound(IDToSound(SND_HURT)); physic.set_velocity_x(0); @@ -776,82 +928,97 @@ Player::kill(HurtMode mode) { if (got_power != NONE_POWER) { + safe_timer.start(TUX_SAFE_TIME); got_power = NONE_POWER; } else { + growing_timer.start(GROWING_TIME); + safe_timer.start(TUX_SAFE_TIME + GROWING_TIME); size = SMALL; - base.height = 32; + bbox.set_height(32); duck = false; } - safe_timer.start(TUX_SAFE_TIME); } else { physic.enable_gravity(true); physic.set_acceleration(0, 0); - physic.set_velocity(0, 7); - if(dying != DYING_SQUISHED) + physic.set_velocity(0, 700); --player_status.lives; dying = DYING_SQUISHED; + dying_timer.start(3.0); } } -void -Player::is_dying() -{ - remove_powerups(); - dying = DYING_NOT; -} - -bool Player::is_dead() -{ - if(base.y > screen->h + scroll_y || base.y > World::current()->get_level()->height*32 || - base.x < scroll_x - AUTOSCROLL_DEAD_INTERVAL) // can happen in auto-scrolling - return true; - else - return false; -} - /* Remove Tux's power ups */ void Player::remove_powerups() { got_power = NONE_POWER; size = SMALL; - base.height = 32; + bbox.set_height(32); } void -Player::check_bounds(bool back_scrolling, bool hor_autoscroll) +Player::move(const Vector& vector) +{ + bbox.set_pos(vector); +} + +void +Player::check_bounds(Camera* camera) { /* Keep tux in bounds: */ - if (base.x < 0) + if (get_pos().x < 0) { // Lock Tux to the size of the level, so that he doesn't fall of // on the left side - base.x = 0; + bbox.set_pos(Vector(0, get_pos().y)); } /* Keep in-bounds, vertically: */ - if (base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32) + if (get_pos().y > Sector::current()->solids->get_height() * 32) { kill(KILL); + return; } - if(base.x < scroll_x && (!back_scrolling || hor_autoscroll)) // can happen if back scrolling is disabled - base.x = scroll_x; - - if(hor_autoscroll) - { - if(base.x == scroll_x) - if(issolid(base.x+32, base.y) || (size != SMALL && issolid(base.x+32, base.y+32))) - kill(KILL); + bool adjust = false; + // can happen if back scrolling is disabled + if(get_pos().x < camera->get_translation().x) { + bbox.set_pos(Vector(camera->get_translation().x, get_pos().y)); + adjust = true; + } + if(get_pos().x >= camera->get_translation().x + screen->w - bbox.get_width()) + { + bbox.set_pos(Vector( + camera->get_translation().x + screen->w - bbox.get_width(), + get_pos().y)); + adjust = true; + } - if(base.x + base.width > scroll_x + screen->w) - base.x = scroll_x + screen->w - base.width; + if(adjust) { + // FIXME +#if 0 + // squished now? + if(collision_object_map(bbox)) { + kill(KILL); + return; } - +#endif + } } -// EOF // +void +Player::bounce(BadGuy& badguy) +{ + //Make sure we stopped flapping + flapping = false; + falling_from_flap = false; + + if (input.jump) + physic.set_velocity_y(520); + else + physic.set_velocity_y(200); +}