X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fplayer.h;h=6cf627d532cdbc754f7cc121d5962b830e4cfdef;hb=76d092bebada7aca0db7435a2810ce749816a056;hp=4271c4ffd636e76a04d27a7e2df6a0aca56f837f;hpb=fcf9a94afe527884758b66ffc314dbb5b8b20c09;p=supertux.git diff --git a/src/player.h b/src/player.h index 4271c4ffd..6cf627d53 100644 --- a/src/player.h +++ b/src/player.h @@ -20,19 +20,26 @@ #ifndef SUPERTUX_PLAYER_H #define SUPERTUX_PLAYER_H -#include +#include "SDL.h" + #include "bitmask.h" -#include "type.h" -#include "timer.h" -#include "texture.h" +#include "special/timer.h" +#include "special/base.h" +#include "video/surface.h" #include "collision.h" -#include "sound.h" -#include "physic.h" +#include "special/moving_object.h" +#include "math/physic.h" +#include "defines.h" + +using namespace SuperTux; + +class BadGuy; /* Times: */ -#define TUX_SAFE_TIME 750 +#define TUX_SAFE_TIME 1250 #define TUX_INVINCIBLE_TIME 10000 +#define TUX_INVINCIBLE_TIME_WARNING 2000 #define TIME_WARNING 20000 /* When to alert player they're low on time! */ /* One-ups... */ @@ -42,7 +49,12 @@ /* Scores: */ #define SCORE_BRICK 5 -#define SCORE_DISTRO 25 +#define SCORE_DISTRO 20 + +/* Sizes: */ + +#define SMALL 0 +#define BIG 1 #include @@ -50,6 +62,7 @@ struct PlayerKeymap { public: int jump; + int activate; int duck; int left; int right; @@ -65,88 +78,126 @@ struct player_input_type int right; int left; int up; + int old_up; int down; int fire; int old_fire; + int activate; }; void player_input_init(player_input_type* pplayer_input); +namespace SuperTux { class Sprite; +} +class Camera; extern Surface* tux_life; extern Sprite* smalltux_gameover; extern Sprite* smalltux_star; -extern Sprite* largetux_star; +extern Sprite* bigtux_star; -struct PlayerSprite +#define GROWING_TIME 1000 +#define GROWING_FRAMES 7 +extern Surface* growingtux_left[GROWING_FRAMES]; +extern Surface* growingtux_right[GROWING_FRAMES]; + +class TuxBodyParts { - Sprite* stand_left; - Sprite* stand_right; - Sprite* walk_right; - Sprite* walk_left; - Sprite* jump_right; - Sprite* jump_left; - Sprite* kick_left; - Sprite* kick_right; - Sprite* skid_right; - Sprite* skid_left; - Sprite* grab_left; - Sprite* grab_right; - Sprite* duck_right; - Sprite* duck_left; +public: + TuxBodyParts() { }; + ~TuxBodyParts() { }; + + void set_action(std::string action); + void one_time_animation(); + void draw(DrawingContext& context, const Vector& pos, int layer, + Uint32 drawing_effect = NONE_EFFECT); + + Sprite* head; + Sprite* body; + Sprite* arms; + Sprite* feet; }; -extern PlayerSprite smalltux; -extern PlayerSprite largetux; -extern PlayerSprite firetux; +extern TuxBodyParts* small_tux; +extern TuxBodyParts* big_tux; +extern TuxBodyParts* fire_tux; +extern TuxBodyParts* ice_tux; -class Player +class Player : public MovingObject { public: enum HurtMode { KILL, SHRINK }; + enum Power { NONE_POWER, FIRE_POWER, ICE_POWER }; + enum FallMode { ON_GROUND, JUMPING, TRAMPOLINE_JUMP, FALLING }; player_input_type input; - bool got_coffee; + int got_power; int size; bool duck; bool holding_something; + bool dead; DyingType dying; Direction dir; + Direction old_dir; + + float last_ground_y; + FallMode fall_mode; bool jumping; + bool can_jump; + bool butt_jump; int frame_; int frame_main; - base_type base; - base_type old_base; base_type previous_base; Timer invincible_timer; Timer skidding_timer; Timer safe_timer; Timer frame_timer; + Timer kick_timer; + Timer shooting_timer; // used to show the arm when Tux is shooting + Timer dying_timer; + Timer growing_timer; + Timer idle_timer; Physic physic; - + public: - void init(); + Player(); + virtual ~Player(); + int key_event(SDLKey key, int state); void level_begin(); - void action(double frame_ratio); void handle_input(); void grabdistros(); - void draw(); + + virtual void action(float elapsed_time); + virtual void draw(DrawingContext& context); + virtual void collision(const MovingObject& other_object, + int collision_type); + void collision(void* p_c_object, int c_object); void kill(HurtMode mode); - void is_dying(); - bool is_dead(); void player_remove_powerups(); - void keep_in_bounds(); + void check_bounds(Camera* camera); bool on_ground(); bool under_solid(); + bool tiles_on_air(int tiles); + void grow(bool animate); + void move(const Vector& vector); + + /** let the player jump a bit or more if jump button is hold down + (used when you hit a badguy) */ + void bounce(BadGuy* badguy); + + bool is_dead() const + { return dead; } private: + void init(); + void handle_horizontal_input(); void handle_vertical_input(); void remove_powerups();