X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fplayer.cpp;h=7dd80849e27b5d5a54f277a2ca5ab9b1d76ee83c;hb=a705cb038b55f5d7634c646c134abaa7d16aee2b;hp=624f1818635e72bc3a971aa593cc4aec63d5b871;hpb=236df51d91f0845cd4e06b3269e262911d81f5db;p=supertux.git diff --git a/src/player.cpp b/src/player.cpp index 624f18186..7dd80849e 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -16,15 +16,17 @@ // 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 "gameloop.h" #include "app/globals.h" +#include "app/gettext.h" #include "player.h" -#include "app/defines.h" +#include "defines.h" #include "scene.h" #include "tile.h" #include "special/sprite.h" @@ -33,56 +35,88 @@ #include "camera.h" #include "gameobjs.h" #include "resources.h" -#include "interactive_object.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 320 -#define STOMP_TIME 250 -// others stuff: -#define AUTOSCROLL_DEAD_INTERVAL 300 +#define SHOOTING_TIME .150 + +// time before idle animation starts +#define IDLE_TIME 2.500 // 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_SPACE; - keymap.activate = 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_SPACE; } 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 +TuxBodyParts::set_action(std::string action, int loops) +{ + if(head != NULL) + head->set_action(action, loops); + if(body != NULL) + body->set_action(action, loops); + if(arms != NULL) + arms->set_action(action, loops); + if(feet != NULL) + feet->set_action(action, loops); +} + +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(); @@ -97,15 +131,11 @@ Player::init() { holding_something = false; - base.width = 32; - base.height = 32; + bbox.set_size(32, 32); size = SMALL; got_power = NONE_POWER; - base.x = 0; - base.y = 0; - previous_base = old_base = base; dir = RIGHT; old_dir = dir; duck = false; @@ -115,22 +145,24 @@ Player::init() 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; - stomp_pos = Vector(0,0); - frame_main = 0; - frame_ = 0; + flapping_velocity = 0; - player_input_init(&input); + // temporary to help player's choosing a flapping + flapping_mode = MAREK_FLAP; + + // Ricardo's flapping + flaps_nb = 0; - invincible_timer.init(true); - skidding_timer.init(true); - safe_timer.init(true); - frame_timer.init(true); - kick_timer.init(true); - shooting_timer.init(true); - growing_timer.init(true); + on_ground_flag = false; + + player_input_init(&input); physic.reset(); } @@ -138,6 +170,8 @@ Player::init() int Player::key_event(SDLKey key, int state) { + idle_timer.start(IDLE_TIME, true); + if(key == keymap.right) { input.right = state; @@ -148,38 +182,33 @@ 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.activate) + else if(key == keymap.jump) { - input.activate = state; - - if(state == DOWN) { - /** check for interactive objects */ - for(Sector::InteractiveObjects::iterator i - = Sector::current()->interactive_objects.begin(); - i != Sector::current()->interactive_objects.end(); ++i) { - if(rectcollision(base, (*i)->get_area())) { - (*i)->interaction(INTERACTION_ACTIVATE); - } - } - } - + if (state == UP) + input.old_jump = UP; + input.jump = state; return true; } else @@ -189,30 +218,28 @@ Player::key_event(SDLKey key, int state) void Player::level_begin() { - base.x = 100; - base.y = 170; - 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); - growing_timer.init(true); + on_ground_flag = false; physic.reset(); } +PlayerStatus& +Player::get_status() +{ + return player_status; +} + void Player::action(float elapsed_time) { - bool jumped_in_solid = false; - - if(dying && !dying_timer.check()) { + if(dying && dying_timer.check()) { dead = true; return; } @@ -220,35 +247,12 @@ Player::action(float elapsed_time) if (input.fire == UP) holding_something = false; - /* Move tux: */ - previous_base = base; - - /* --- HANDLE TUX! --- */ if(dying == DYING_NOT) handle_input(); - physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity); - - if(dying == DYING_NOT) - { - base_type target = base; - - collision_swept_object_map(&old_base, &base); - - if ((!invincible_timer.started() && !safe_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 @@ -258,115 +262,32 @@ Player::action(float elapsed_time) 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; - jumping = false; - } - } - 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)) - { - Sector::current()->trygrabdistro( - Vector(base.x, base.y - 32), BOUNCE); - Sector::current()->trybumpbadguy(Vector(base.x, base.y - 64)); - - Sector::current()->trybreakbrick( - Vector(base.x, base.y), size == SMALL); - - bumpbrick(base.x, base.y); - Sector::current()->tryemptybox(Vector(base.x, base.y), RIGHT); - } - - if (isbrick(base.x+ 31, base.y) || - isfullbox(base.x+ 31, base.y)) - { - Sector::current()->trygrabdistro( - Vector(base.x+ 31, base.y - 32), BOUNCE); - Sector::current()->trybumpbadguy(Vector(base.x+ 31, base.y - 64)); - - if(size == BIG) - Sector::current()->trybreakbrick( - Vector(base.x+ 31, base.y), size == SMALL); - - bumpbrick(base.x+ 31, base.y); - Sector::current()->tryemptybox(Vector(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) ); -} - -bool -Player::tiles_on_air(int tiles) -{ - for(int t = 0; t != tiles; t++) - { - if(issolid(base.x + base.width / 2, base.y + base.height + (tiles*32)) || - issolid(base.x + 1, base.y + base.height + (tiles*32)) || - issolid(base.x + base.width - 1, base.y + base.height + (tiles*32))) - return false; - } - return true; + return on_ground_flag; } void @@ -416,15 +337,29 @@ 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); - sound_manager->play_sound(sounds[SND_SKID]); + 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) { @@ -438,6 +373,7 @@ Player::handle_horizontal_input() } } +#if 0 // if we're on ice slow down acceleration or deceleration if (isice(base.x, base.y + base.height)) { @@ -450,6 +386,7 @@ 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); @@ -461,47 +398,168 @@ Player::handle_vertical_input() // set fall mode... if(on_ground()) { fall_mode = ON_GROUND; - last_ground_y = base.y; + last_ground_y = get_pos().y; } else { - if(base.y > last_ground_y) + 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; + can_flap = false; + flaps_nb = 0; // Ricardo's flapping if (size == SMALL) - sound_manager->play_sound(sounds[SND_JUMP]); + SoundManager::get()->play_sound(IDToSound(SND_JUMP)); else - sound_manager->play_sound(sounds[SND_BIGJUMP]); + 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); + 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); + } } + // 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) @@ -510,15 +568,16 @@ Player::handle_vertical_input() // Do butt jump if (butt_jump && on_ground() && size == BIG) { - + // Add a smoke cloud if (duck) - stomp_pos = Vector(base.x - 32, base.y); + Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y)); else - stomp_pos = Vector(base.x - 32, base.y + 32); - stomp_timer.start(STOMP_TIME); + 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) @@ -528,7 +587,9 @@ Player::handle_vertical_input() 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(); @@ -538,100 +599,86 @@ Player::handle_vertical_input() BadGuy* badguy = dynamic_cast (*i); if(badguy) { - - if (fabsf(base.x - badguy->base.x) < 150 && - fabsf(base.y - badguy->base.y) < 60 && - (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) || - issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height))) - badguy->kill_me(25); + // 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); + } } } +#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) - { - if(Sector::current()->add_bullet(Vector(base.x, base.y + (base.height/2)), + 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; - } - - /* 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; - } - } + 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 } } @@ -642,288 +689,222 @@ Player::grow(bool animate) return; size = BIG; - base.height = 64; - base.y -= 32; + bbox.set_height(64); + bbox.move(Vector(0, -32)); if(animate) growing_timer.start(GROWING_TIME); - - old_base = previous_base = base; } void Player::grabdistros() { - /* Grab distros: */ - if (!dying) - { - Sector::current()->trygrabdistro(Vector(base.x, base.y), NO_BOUNCE); - Sector::current()->trygrabdistro(Vector(base.x+ 31, base.y), NO_BOUNCE); - Sector::current()->trygrabdistro( - Vector(base.x, base.y + base.height), NO_BOUNCE); - Sector::current()->trygrabdistro( - Vector(base.x+ 31, base.y + base.height), NO_BOUNCE); - - if(size == BIG) - { - Sector::current()->trygrabdistro( - Vector(base.x, base.y + base.height / 2), NO_BOUNCE); - Sector::current()->trygrabdistro( - Vector(base.x+ 31, base.y + base.height / 2), NO_BOUNCE); - } - - } - - /* Enough distros for a One-up? */ - if (player_status.distros >= DISTROS_LIFEUP) - { - 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*/ - sound_manager->play_sound(sounds[SND_LIFEUP]); - } } void Player::draw(DrawingContext& context) { - PlayerSprite* sprite; + TuxBodyParts* tux_body; if (size == SMALL) - sprite = &smalltux; + tux_body = small_tux; else if (got_power == FIRE_POWER) - sprite = &firetux; + tux_body = fire_tux; else if (got_power == ICE_POWER) - sprite = &icetux; + tux_body = ice_tux; else - sprite = &largetux; + tux_body = big_tux; - int layer = LAYER_OBJECTS - 1; - Vector pos = Vector(base.x, base.y); + int layer = LAYER_OBJECTS + 10; - if (!safe_timer.started() || (global_frame_counter % 2) == 0) + /* Set Tux sprite action */ + if (duck && size == BIG) { - if (dying == DYING_SQUISHED) - { - smalltux_gameover->draw(context, pos, LAYER_FOREGROUNDTILES+1); - } - else - { - if(growing_timer.check()) - { - if (dir == RIGHT) - context.draw_surface(growingtux_right[(growing_timer.get_gone() * GROWING_FRAMES) / GROWING_TIME], pos, layer); - else - context.draw_surface(growingtux_left[(growing_timer.get_gone() * GROWING_FRAMES) / GROWING_TIME], pos, layer); - } - else if (duck && size != SMALL) - { - if (dir == RIGHT) - sprite->duck_right->draw(context, pos, layer); - else - sprite->duck_left->draw(context, pos, layer); - } - else if (skidding_timer.started()) - { - if (dir == RIGHT) - sprite->skid_right->draw(context, pos, layer); - else - sprite->skid_left->draw(context, pos, layer); - } - else if (kick_timer.started()) - { - if (dir == RIGHT) - sprite->kick_right->draw(context, pos, layer); - else - sprite->kick_left->draw(context, pos, layer); - } - else if (physic.get_velocity_y() != 0) - { - if (dir == RIGHT) - sprite->jump_right->draw(context, pos, layer); - else - sprite->jump_left->draw(context, pos, layer); - } - else - { - if (fabsf(physic.get_velocity_x()) < 1.0f) // standing - { - if (dir == RIGHT) - sprite->stand_right->draw(context, pos, layer); - else - sprite->stand_left->draw(context, pos, layer); - } - else // moving - { - if (dir == RIGHT) - sprite->walk_right->draw(context, pos, layer); - else - sprite->walk_left->draw(context, pos, layer); - } - } - } - } + if(dir == LEFT) + tux_body->set_action("duck-left"); + else // dir == RIGHT + tux_body->set_action("duck-right"); + } + else if (skidding_timer.started() && !skidding_timer.check()) + { + 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"); + } + } - // Draw arm overlay graphics when Tux is holding something - if ((holding_something && physic.get_velocity_y() == 0) || shooting_timer.check() && !duck) - { - if (dir == RIGHT) - sprite->grab_right->draw(context, pos, LAYER_OBJECTS + 1); + if(idle_timer.check()) + { + if(size == BIG) + { + if(dir == LEFT) + tux_body->head->set_action("idle-left", 1); + else // dir == RIGHT + tux_body->head->set_action("idle-right", 1); + } + + } + + // Tux is holding something + if ((holding_something && physic.get_velocity_y() == 0) || + (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) + { + if (duck) + { + if(dir == LEFT) + tux_body->arms->set_action("duck+grab-left"); + else // dir == RIGHT + tux_body->arms->set_action("duck+grab-right"); + } else - sprite->grab_left->draw(context, pos, LAYER_OBJECTS + 1); - } - - // Draw stomp clouds when doing a butt jump - if (stomp_timer.check()) - sprite->stomp->draw(context, stomp_pos, LAYER_OBJECTS + 1); + { + if(dir == LEFT) + tux_body->arms->set_action("grab-left"); + else // dir == RIGHT + tux_body->arms->set_action("grab-right"); + } + } + + /* 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 (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); // Draw blinking star overlay if (invincible_timer.started() && - (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3)) + (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING + || size_t(global_time*20)%2) + && !dying) { if (size == SMALL || duck) - smalltux_star->draw(context, pos, LAYER_OBJECTS + 2); + smalltux_star->draw(context, get_pos(), layer + 5); else - largetux_star->draw(context, pos, LAYER_OBJECTS + 2); + bigtux_star->draw(context, get_pos(), layer + 5); } if (debug_mode) - context.draw_filled_rect(Vector(base.x, base.y), - Vector(base.width, base.height), Color(75,75,75, 150), LAYER_OBJECTS+1); -} - -void -Player::collision(const MovingObject& other, int collision_type) -{ - (void) other; - (void) collision_type; - // will be implemented later + context.draw_filled_rect(get_pos(), + Vector(bbox.get_width(), bbox.get_height()), + Color(75,75,75, 150), LAYER_OBJECTS+20); } -void -Player::collision(void* p_c_object, int c_object) +HitResponse +Player::collision(GameObject& other, const CollisionHit& hit) { - BadGuy* pbad_c = NULL; - Trampoline* ptramp_c = NULL; - FlyingPlatform* pplatform_c = NULL; + if(dying) { + return FORCE_MOVE; + } - switch (c_object) - { - case CO_BADGUY: - pbad_c = (BadGuy*) p_c_object; + 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(.1); + } + + if(fabsf(hit.normal.x) > .9) { // hit on the side? + physic.set_velocity_x(0); + } - /* 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; + return CONTINUE; + } - 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()) - { - holding_something = true; - ptramp_c->mode = Trampoline::M_HELD; - ptramp_c->base.y -= 8; - } - // Set down trampoline - else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN) - { - 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; - } -/* - // Don't let tux walk through trampoline - else if (ptramp_c->mode != Trampoline::M_HELD && on_ground()) - { - 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; - } - } -*/ - break; - case CO_FLYING_PLATFORM: - pplatform_c = (FlyingPlatform*) p_c_object; - - base.y = pplatform_c->base.y - base.height; - physic.set_velocity_x(pplatform_c->get_vel_x()); - - physic.enable_gravity(false); - can_jump = true; - fall_mode = ON_GROUND; - break; + TriggerBase* trigger = dynamic_cast (&other); + if(trigger) { + if(input.up == DOWN && input.old_up == UP) + trigger->event(*this, TriggerBase::EVENT_ACTIVATE); + } - default: - break; - } + return FORCE_MOVE; +} +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) { if(dying) return; + + if(safe_timer.get_timeleft() > 0 || invincible_timer.get_timeleft() > 0) + return; - sound_manager->play_sound(sounds[SND_HURT]); + SoundManager::get()->play_sound(IDToSound(SND_HURT)); physic.set_velocity_x(0); @@ -931,24 +912,26 @@ 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); + physic.set_velocity(0, 700); --player_status.lives; dying = DYING_SQUISHED; - dying_timer.start(3000); + dying_timer.start(3.0); } } @@ -958,29 +941,27 @@ Player::remove_powerups() { got_power = NONE_POWER; size = SMALL; - base.height = 32; + bbox.set_height(32); } void Player::move(const Vector& vector) { - base.x = vector.x; - base.y = vector.y; - old_base = previous_base = base; + 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 > Sector::current()->solids->get_height() * 32) + if (get_pos().y > Sector::current()->solids->get_height() * 32) { kill(KILL); return; @@ -988,36 +969,40 @@ Player::check_bounds(Camera* camera) bool adjust = false; // can happen if back scrolling is disabled - if(base.x < camera->get_translation().x) { - base.x = camera->get_translation().x; + if(get_pos().x < camera->get_translation().x) { + bbox.set_pos(Vector(camera->get_translation().x, get_pos().y)); adjust = true; } - if(base.x >= camera->get_translation().x + screen->w - base.width) { - base.x = camera->get_translation().x + screen->w - base.width; + 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(adjust) { + // FIXME +#if 0 // squished now? - if(collision_object_map(base)) { + if(collision_object_map(bbox)) { kill(KILL); return; } +#endif } } void -Player::bounce(BadGuy* badguy) +Player::bounce(BadGuy& ) { - if (input.up) - physic.set_velocity_y(5.2); + //Make sure we stopped flapping + flapping = false; + falling_from_flap = false; + + if (input.jump) + physic.set_velocity_y(520); else - physic.set_velocity_y(2); - - // Move the player a little bit above the badguy to avoid collision - // between badguy and player directly after the bounce has happend - base.y = badguy->base.y - base.height - 2; + physic.set_velocity_y(200); } -/* EOF */ -