X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fplayer.cpp;h=f84fd03ff4f0b48732edb82fd9d9199f3aa9910c;hb=29453e7cce40aa40726c3c31b0ce893fe18d6e1a;hp=f2561d69e2fc2f9ca9f80618e75a7ae7006111ed;hpb=23c0349dda459e9ba0044e036709642350fea777;p=supertux.git diff --git a/src/player.cpp b/src/player.cpp index f2561d69e..f84fd03ff 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -21,8 +21,8 @@ #include #include -#include "gameloop.h" #include "app/globals.h" +#include "app/gettext.h" #include "player.h" #include "defines.h" #include "scene.h" @@ -36,6 +36,7 @@ #include "interactive_object.h" #include "video/screen.h" #include "statistics.h" +#include "gameloop.h" // behavior definitions: #define TILES_FOR_BUTTJUMP 3 @@ -66,23 +67,25 @@ 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_LALT; } void player_input_init(player_input_type* pplayer_input) { + pplayer_input->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; } @@ -158,12 +161,15 @@ Player::init() last_ground_y = 0; fall_mode = ON_GROUND; jumping = false; - double_jumping = false; + flapping = false; can_jump = true; - can_double_jump = false; + can_flap = false; + falling_from_flap = false; enable_hover = false; butt_jump = false; + flapping_velocity = 0; + frame_main = 0; frame_ = 0; @@ -177,6 +183,7 @@ Player::init() shooting_timer.init(true); growing_timer.init(true); idle_timer.init(true); + flapping_timer.init(true); physic.reset(); } @@ -196,38 +203,44 @@ Player::key_event(SDLKey key, int state) input.left = state; return true; } - else if(key == keymap.jump) + else if(key == keymap.up) { input.up = state; + + /* Up key also opens activates stuff */ + 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); + } + } + } + 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 @@ -317,6 +330,7 @@ Player::action(float elapsed_time) physic.set_velocity_y(0); jumped_in_solid = true; jumping = false; + flapping = false; } } else @@ -331,7 +345,15 @@ Player::action(float elapsed_time) physic.enable_gravity(false); /* Reset score multiplier (for multi-hits): */ if (!invincible_timer.started()) + { + /*if(player_status.score_multiplier > 2) + { // show a message + char str[124]; + sprintf(str, _("%d bad guys in a row!"), player_status.score_multiplier-1); + Sector::current()->add_floating_text(base, str); + }*/ player_status.score_multiplier = 1; + } } if(jumped_in_solid) @@ -376,6 +398,7 @@ Player::action(float elapsed_time) { /* Make sure jumping is off. */ jumping = false; + flapping = false; } } } @@ -507,6 +530,7 @@ Player::handle_horizontal_input() void Player::handle_vertical_input() { + // set fall mode... if(on_ground()) { fall_mode = ON_GROUND; @@ -519,10 +543,8 @@ Player::handle_vertical_input() } // Press jump key - if(input.up == DOWN && can_jump && on_ground()) + if(input.jump == DOWN && can_jump && on_ground()) { - global_stats.add_points(JUMPS_STAT, 1); - if(duck) { // only jump a little bit when in duck mode { physic.set_velocity_y(3); } else { @@ -535,39 +557,102 @@ Player::handle_vertical_input() --base.y; jumping = true; - double_jumping = false; + flapping = false; can_jump = false; - can_double_jump = false; + can_flap = false; if (size == SMALL) SoundManager::get()->play_sound(IDToSound(SND_JUMP)); else 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) { - if (!double_jumping && !duck) {can_double_jump = true;} - 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); + } } + - // Double jump - if (input.up == DOWN && can_double_jump) + // Flapping, Marek's version + if (input.jump == DOWN && can_flap) { - can_double_jump = false; + 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; - double_jumping = true; - if (size == SMALL) - SoundManager::get()->play_sound(IDToSound(SND_JUMP)); - else - SoundManager::get()->play_sound(IDToSound(SND_BIGJUMP)); - physic.set_velocity_y(5.2); + flapping = true; + if (flapping_timer.get_gone() <= TUX_FLAPPING_TIME) + { + float cv; + if (flapping_velocity == 0) {cv = 0;} + else {cv = flapping_velocity*(sqrt(TUX_FLAPPING_TIME-(float)flapping_timer.get_gone()))/sqrt(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((float)flapping_timer.get_gone()/850); + } } - + + /* // 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_gone() <= TUX_FLAPPING_TIME + && physic.get_velocity_y() < 0) + { + float gravity = Sector::current()->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 + .01f*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.up == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0) + if (enable_hover && input.jump == DOWN && !jumping && !butt_jump && physic.get_velocity_y() <= 0) { physic.set_velocity_y(-1); } @@ -612,12 +697,16 @@ 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) < 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); + } } } } @@ -627,16 +716,23 @@ Player::handle_vertical_input() issolid(base.x + base.width - 1, base.y + base.height + 64)) && jumping == false && can_jump == false - && input.up == DOWN - && input.old_up == UP) + && input.jump == DOWN + && input.old_jump == UP) { can_jump = true; } if(on_ground()) /* Make sure jumping is off. */ - jumping = false; + { + jumping = false; + flapping = false; + falling_from_flap = false; + if (flapping_timer.started()) {flapping_timer.stop();} + + physic.set_acceleration_y(0); //for flapping + } - input.old_up = input.up; + input.old_jump = input.jump; } void @@ -647,7 +743,7 @@ Player::handle_input() /* Jump/jumping? */ - if (on_ground() && input.up == UP) + if (on_ground() && input.jump == UP) can_jump = true; handle_vertical_input(); @@ -896,7 +992,7 @@ Player::draw(DrawingContext& context) else if (safe_timer.started() && global_frame_counter%2) ; // don't draw Tux else - tux_body->draw(context, pos, layer, dir == LEFT ? HORIZONTAL_FLIP : NONE_EFFECT); + tux_body->draw(context, pos, layer); // Draw blinking star overlay if (invincible_timer.started() && @@ -1132,7 +1228,30 @@ Player::check_bounds(Camera* camera) void Player::bounce(BadGuy* badguy) { - if (input.up) + //Make sure we stopped flapping + flapping = false; + falling_from_flap = false; + + if(player_status.score_multiplier >= 5) + { // show a message + char str[124]; +// if (player_status.score_multiplier <= 4) {sprintf(str, _("Combo x%d"), player_status.score_multiplier);} + if (player_status.score_multiplier == 5) + sprintf(str, _("Good! x%d"), player_status.score_multiplier); + else if (player_status.score_multiplier == 6) + sprintf(str, _("Great! x%d"), player_status.score_multiplier); + else if (player_status.score_multiplier == 7) + sprintf(str, _("Awesome! x%d"), player_status.score_multiplier); + else if (player_status.score_multiplier == 8) + sprintf(str, _("Incredible! x%d"), player_status.score_multiplier); + else if (player_status.score_multiplier == 9) + sprintf(str, _("Godlike! ;-) x%d"), player_status.score_multiplier); + else + sprintf(str, _("Unbelievable!! x%d"), player_status.score_multiplier); + Sector::current()->add_floating_text(base, str); + } + + if (input.jump) physic.set_velocity_y(5.2); else physic.set_velocity_y(2);