2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software; you can redistribute it and/or
5 // modify it under the terms of the GNU General Public License
6 // as published by the Free Software Foundation; either version 2
7 // of the License, or (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program; if not, write to the Free Software
16 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18 #include "object/player.hpp"
20 #include "audio/sound_manager.hpp"
21 #include "badguy/badguy.hpp"
22 #include "control/input_manager.hpp"
23 #include "math/random_generator.hpp"
24 #include "object/bullet.hpp"
25 #include "object/camera.hpp"
26 #include "object/display_effect.hpp"
27 #include "object/falling_coin.hpp"
28 #include "object/particles.hpp"
29 #include "object/portable.hpp"
30 #include "object/sprite_particle.hpp"
31 #include "scripting/squirrel_util.hpp"
32 #include "supertux/game_session.hpp"
33 #include "supertux/globals.hpp"
34 #include "supertux/sector.hpp"
35 #include "supertux/tile.hpp"
36 #include "trigger/climbable.hpp"
43 static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
44 static const float SHOOTING_TIME = .150f;
46 /** number of idle stages, including standing */
47 static const unsigned int IDLE_STAGE_COUNT = 5;
49 * how long to play each idle animation in milliseconds
50 * '0' means the sprite action is played once before moving onto the next
53 static const int IDLE_TIME[] = { 5000, 0, 2500, 0, 2500 };
55 static const std::string IDLE_STAGES[] =
62 /** acceleration in horizontal direction when walking
63 * (all accelerations are in pixel/s^2) */
64 static const float WALK_ACCELERATION_X = 300;
65 /** acceleration in horizontal direction when running */
66 static const float RUN_ACCELERATION_X = 400;
67 /** acceleration when skidding */
68 static const float SKID_XM = 200;
69 /** time of skidding in seconds */
70 static const float SKID_TIME = .3f;
71 /** maximum walk velocity (pixel/s) */
72 static const float MAX_WALK_XM = 230;
73 /** maximum run velocity (pixel/s) */
74 static const float MAX_RUN_XM = 320;
75 /** bonus run velocity addition (pixel/s) */
76 static const float BONUS_RUN_XM = 80;
77 /** maximum horizontal climb velocity */
78 static const float MAX_CLIMB_XM = 96;
79 /** maximum vertical climb velocity */
80 static const float MAX_CLIMB_YM = 128;
81 /** instant velocity when tux starts to walk */
82 static const float WALK_SPEED = 100;
84 /** multiplied by WALK_ACCELERATION to give friction */
85 static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
86 /** multiplied by WALK_ACCELERATION to give friction */
87 static const float ICE_FRICTION_MULTIPLIER = 0.1f;
88 static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
90 /** time of the kick (kicking mriceblock) animation */
91 static const float KICK_TIME = .3f;
93 /** if Tux cannot unduck for this long, he will get hurt */
94 static const float UNDUCK_HURT_TIME = 0.25f;
95 /** gravity is higher after the jump key is released before
96 the apex of the jump is reached */
97 static const float JUMP_EARLY_APEX_FACTOR = 3.0;
99 static const float JUMP_GRACE_TIME = 0.25f; /**< time before hitting the ground that the jump button may be pressed (and still trigger a jump) */
101 /* Tux's collision rectangle */
102 static const float TUX_WIDTH = 31.8f;
103 static const float RUNNING_TUX_WIDTH = 34;
104 static const float SMALL_TUX_HEIGHT = 30.8f;
105 static const float BIG_TUX_HEIGHT = 62.8f;
106 static const float DUCKED_TUX_HEIGHT = 31.8f;
108 bool no_water = true;
111 Player::Player(PlayerStatus* _player_status, const std::string& name_) :
114 scripting_controller(),
115 player_status(_player_status),
121 backflip_direction(),
126 scripting_controller_old(0),
130 light(1.0f,1.0f,1.0f),
131 lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-tiny.sprite")),
152 grabbed_object(NULL),
164 controller = InputManager::current()->get_controller();
165 scripting_controller.reset(new CodeController());
166 // if/when we have complete penny gfx, we can
167 // load those instead of Tux's sprite in the
169 sprite = SpriteManager::current()->create("images/creatures/tux/tux.sprite");
170 airarrow = Surface::create("images/engine/hud/airarrow.png");
171 idle_timer.start(IDLE_TIME[0]/1000.0f);
173 SoundManager::current()->preload("sounds/bigjump.wav");
174 SoundManager::current()->preload("sounds/jump.wav");
175 SoundManager::current()->preload("sounds/hurt.wav");
176 SoundManager::current()->preload("sounds/kill.wav");
177 SoundManager::current()->preload("sounds/skid.wav");
178 SoundManager::current()->preload("sounds/flip.wav");
179 SoundManager::current()->preload("sounds/invincible_start.ogg");
180 SoundManager::current()->preload("sounds/splash.ogg");
187 if (climbing) stop_climbing(*climbing);
194 set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
196 set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
208 fall_mode = ON_GROUND;
210 jump_early_apex = false;
212 wants_buttjump = false;
213 does_buttjump = false;
216 backflipping = false;
217 backflip_direction = 0;
218 sprite->set_angle(0.0f);
222 ice_this_frame = false;
223 speedlimit = 0; //no special limit
224 lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
226 on_ground_flag = false;
227 grabbed_object = NULL;
235 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
240 scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
244 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
249 scripting::unexpose_object(vm, table_idx, name);
253 Player::get_speedlimit()
259 Player::set_speedlimit(float newlimit)
265 Player::set_controller(Controller* controller_)
267 this->controller = controller_;
271 Player::set_winning()
273 if( ! is_winning() ){
275 invincible_timer.start(10000.0f);
280 Player::use_scripting_controller(bool use_or_release)
282 if ((use_or_release == true) && (controller != scripting_controller.get())) {
283 scripting_controller_old = get_controller();
284 set_controller(scripting_controller.get());
286 if ((use_or_release == false) && (controller == scripting_controller.get())) {
287 set_controller(scripting_controller_old);
288 scripting_controller_old = 0;
293 Player::do_scripting_controller(std::string control, bool pressed)
295 for(int i = 0; Controller::controlNames[i] != 0; ++i) {
296 if(control == std::string(Controller::controlNames[i])) {
297 scripting_controller->press(Controller::Control(i), pressed);
303 Player::adjust_height(float new_height)
306 bbox2.move(Vector(0, bbox.get_height() - new_height));
307 bbox2.set_height(new_height);
310 if(new_height > bbox.get_height()) {
311 Rectf additional_space = bbox2;
312 additional_space.set_height(new_height - bbox.get_height());
313 if(!Sector::current()->is_free_of_statics(additional_space, this, true))
317 // adjust bbox accordingly
318 // note that we use members of moving_object for this, so we can run this during CD, too
320 set_size(bbox2.get_width(), bbox2.get_height());
325 Player::trigger_sequence(std::string sequence_name)
327 if (climbing) stop_climbing(*climbing);
328 backflipping = false;
329 backflip_direction = 0;
330 sprite->set_angle(0.0f);
331 GameSession::current()->start_sequence(sequence_name);
335 Player::update(float elapsed_time)
342 if(dying && dying_timer.check()) {
343 set_bonus(NO_BONUS, true);
348 if(!dying && !deactivated)
352 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
357 // extend/shrink tux collision rectangle so that we fall through/walk over 1
359 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
360 set_width(RUNNING_TUX_WIDTH);
362 set_width(TUX_WIDTH);
365 // on downward slopes, adjust vertical velocity so tux walks smoothly down
366 if (on_ground() && !dying) {
367 if(floor_normal.y != 0) {
368 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
369 physic.set_velocity_y(250);
374 // handle backflipping
375 if (backflipping && !dying) {
376 //prevent player from changing direction when backflipping
377 dir = (backflip_direction == 1) ? LEFT : RIGHT;
378 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
379 //rotate sprite during flip
380 sprite->set_angle(sprite->get_angle() + (dir==LEFT?1:-1) * elapsed_time * (360.0f / 0.5f));
385 fall_mode = ON_GROUND;
386 last_ground_y = get_pos().y;
388 if(get_pos().y > last_ground_y)
390 else if(fall_mode == ON_GROUND)
394 // check if we landed
397 if (backflipping && (backflip_timer.get_timegone() > 0.15f)) {
398 backflipping = false;
399 backflip_direction = 0;
400 sprite->set_angle(0.0f);
402 // if controls are currently deactivated, we take care of standing up ourselves
408 // calculate movement for this frame
409 movement = physic.get_movement(elapsed_time);
411 if(grabbed_object != NULL && !dying) {
412 position_grabbed_object();
415 if(grabbed_object != NULL && dying){
416 grabbed_object->ungrab(*this, dir);
417 grabbed_object = NULL;
420 if(!ice_this_frame && on_ground())
423 on_ground_flag = false;
424 ice_this_frame = false;
426 // when invincible, spawn particles
427 if (invincible_timer.started())
429 if (graphicsRandom.rand(0, 2) == 0) {
430 float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
431 float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
432 Vector ppos = Vector(px, py);
433 Vector pspeed = Vector(0, 0);
434 Vector paccel = Vector(0, 0);
435 Sector::current()->add_object(std::make_shared<SpriteParticle>(
436 "images/objects/particles/sparkle.sprite",
437 // draw bright sparkle when there is lots of time left,
438 // dark sparkle when invincibility is about to end
439 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
440 // make every other a longer sparkle to make trail a bit fuzzy
441 (size_t(game_time*20)%2) ? "small" : "medium"
443 "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
448 if (sprite->animation_done()) growing = false;
451 // when climbing animate only while moving
453 if((physic.get_velocity_x()==0)&&(physic.get_velocity_y()==0))
454 sprite->stop_animation();
456 sprite->set_animation_loops(-1);
464 return on_ground_flag;
470 if(player_status->bonus == NO_BONUS)
477 Player::apply_friction()
479 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
480 physic.set_velocity_x(0);
481 physic.set_acceleration_x(0);
483 float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
484 if(physic.get_velocity_x() < 0) {
485 physic.set_acceleration_x(friction);
486 } else if(physic.get_velocity_x() > 0) {
487 physic.set_acceleration_x(-friction);
488 } // no friction for physic.get_velocity_x() == 0
493 Player::handle_horizontal_input()
495 float vx = physic.get_velocity_x();
496 float vy = physic.get_velocity_y();
497 float ax = physic.get_acceleration_x();
498 float ay = physic.get_acceleration_y();
501 if(!duck || physic.get_velocity_y() != 0) {
502 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
506 } else if(!controller->hold(Controller::LEFT)
507 && controller->hold(Controller::RIGHT)) {
514 // do not run if we're holding something which slows us down
515 if ( grabbed_object && grabbed_object->is_hampering() ) {
516 ax = dirsign * WALK_ACCELERATION_X;
518 if(vx >= MAX_WALK_XM && dirsign > 0) {
521 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
526 if( vx * dirsign < MAX_WALK_XM ) {
527 ax = dirsign * WALK_ACCELERATION_X;
529 ax = dirsign * RUN_ACCELERATION_X;
532 if(vx >= MAX_RUN_XM + BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0) && dirsign > 0) {
533 vx = MAX_RUN_XM + BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0);
535 } else if(vx <= -MAX_RUN_XM - BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0) && dirsign < 0) {
536 vx = -MAX_RUN_XM - BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0);
541 // we can reach WALK_SPEED without any acceleration
542 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
543 vx = dirsign * WALK_SPEED;
547 if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
548 vx = dirsign * speedlimit;
552 // changing directions?
553 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
555 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
556 skidding_timer.start(SKID_TIME);
557 SoundManager::current()->play("sounds/skid.wav");
558 // dust some particles
559 Sector::current()->add_object(
560 std::make_shared<Particles>(
561 Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
562 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
563 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
573 ax *= ICE_ACCELERATION_MULTIPLIER;
576 physic.set_velocity(vx, vy);
577 physic.set_acceleration(ax, ay);
579 // we get slower when not pressing any keys
601 if (physic.get_velocity_y() != 0)
608 if (adjust_height(DUCKED_TUX_HEIGHT)) {
611 unduck_hurt_timer.stop();
618 Player::do_standup() {
626 if (adjust_height(BIG_TUX_HEIGHT)) {
628 unduck_hurt_timer.stop();
630 // if timer is not already running, start it.
631 if (unduck_hurt_timer.get_period() == 0) {
632 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
634 else if (unduck_hurt_timer.check()) {
642 Player::do_backflip() {
648 backflip_direction = (dir == LEFT)?(+1):(-1);
650 do_jump((player_status->bonus == AIR_BONUS) ? -720 : -580);
651 SoundManager::current()->play("sounds/flip.wav");
652 backflip_timer.start(TUX_BACKFLIP_TIME);
656 Player::do_jump(float yspeed) {
660 physic.set_velocity_y(yspeed);
661 //bbox.move(Vector(0, -1));
663 on_ground_flag = false;
668 SoundManager::current()->play("sounds/bigjump.wav");
670 SoundManager::current()->play("sounds/jump.wav");
675 Player::early_jump_apex()
677 if (!jump_early_apex)
679 jump_early_apex = true;
680 physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
685 Player::do_jump_apex()
689 jump_early_apex = false;
690 physic.set_gravity_modifier(1.0f);
695 Player::handle_vertical_input()
698 if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
699 if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
700 jump_button_timer.stop();
702 // when running, only jump a little bit; else do a backflip
703 if ((physic.get_velocity_x() != 0) ||
704 (controller->hold(Controller::LEFT)) ||
705 (controller->hold(Controller::RIGHT)))
714 // airflower allows for higher jumps-
715 // jump a bit higher if we are running; else do a normal jump
716 if(player_status->bonus == AIR_BONUS)
717 do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -620 : -580);
719 do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -580 : -520);
722 // Let go of jump key
723 else if(!controller->hold(Controller::JUMP)) {
724 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
730 if(jump_early_apex && physic.get_velocity_y() >= 0) {
734 /* In case the player has pressed Down while in a certain range of air,
735 enable butt jump action */
736 if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
737 wants_buttjump = true;
738 if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
741 /* When Down is not held anymore, disable butt jump */
742 if(!controller->hold(Controller::DOWN)) {
743 wants_buttjump = false;
744 does_buttjump = false;
748 physic.set_acceleration_y(0);
751 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
752 physic.set_acceleration_y(-2000);
753 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
759 Player::handle_input()
762 handle_input_ghost();
766 handle_input_climbing();
771 if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
774 if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
777 if( controller->pressed( Controller::PEEK_LEFT ) ) {
780 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
783 if(!backflipping && !jumping && on_ground()) {
784 if( controller->pressed( Controller::PEEK_UP ) ) {
786 } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
791 /* Handle horizontal movement: */
792 if (!backflipping) handle_horizontal_input();
798 /* Handle vertical movement: */
799 handle_vertical_input();
802 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
803 if(Sector::current()->add_bullet(
804 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
805 : Vector(32, bbox.get_height()/2)),
807 physic.get_velocity_x(), dir))
808 shooting_timer.start(SHOOTING_TIME);
811 /* Duck or Standup! */
812 if (controller->hold(Controller::DOWN)) {
821 if(!controller->hold(Controller::ACTION) && grabbed_object) {
822 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
824 // move the grabbed object a bit away from tux
825 Rectf grabbed_bbox = moving_object->get_bbox();
827 dest_.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
828 dest_.p1.y = dest_.p2.y - grabbed_bbox.get_height();
830 dest_.p2.x = bbox.get_left() - 1;
831 dest_.p1.x = dest_.p2.x - grabbed_bbox.get_width();
833 dest_.p1.x = bbox.get_right() + 1;
834 dest_.p2.x = dest_.p1.x + grabbed_bbox.get_width();
836 if(Sector::current()->is_free_of_tiles(dest_, true)) {
837 moving_object->set_pos(dest_.p1);
838 if(controller->hold(Controller::UP)) {
839 grabbed_object->ungrab(*this, UP);
841 grabbed_object->ungrab(*this, dir);
843 grabbed_object = NULL;
846 log_debug << "Non MovingObject grabbed?!?" << std::endl;
850 /* stop backflipping at will */
851 if( backflipping && ( !controller->hold(Controller::JUMP) && !backflip_timer.started()) ){
852 backflipping = false;
853 backflip_direction = 0;
854 sprite->set_angle(0.0f);
859 Player::position_grabbed_object()
861 MovingObject* moving_object = dynamic_cast<MovingObject*>(grabbed_object);
862 assert(moving_object);
864 // Position where we will hold the lower-inner corner
865 Vector pos(get_bbox().get_left() + get_bbox().get_width()/2,
866 get_bbox().get_top() + get_bbox().get_height()*0.66666);
868 // Adjust to find the grabbed object's upper-left corner
870 pos.x -= moving_object->get_bbox().get_width();
871 pos.y -= moving_object->get_bbox().get_height();
873 grabbed_object->grab(*this, pos, dir);
879 if(controller->hold(Controller::ACTION) && !grabbed_object
881 Sector* sector = Sector::current();
884 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
886 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
889 for(Sector::Portables::iterator i = sector->portables.begin();
890 i != sector->portables.end(); ++i) {
891 Portable* portable = *i;
892 if(!portable->is_portable())
895 // make sure the Portable is a MovingObject
896 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
897 assert(moving_object);
898 if(moving_object == NULL)
901 // make sure the Portable isn't currently non-solid
902 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
904 // check if we are within reach
905 if(moving_object->get_bbox().contains(pos)) {
906 if (climbing) stop_climbing(*climbing);
907 grabbed_object = portable;
908 position_grabbed_object();
916 Player::handle_input_ghost()
920 if (controller->hold(Controller::LEFT)) {
922 vx -= MAX_RUN_XM * 2;
924 if (controller->hold(Controller::RIGHT)) {
926 vx += MAX_RUN_XM * 2;
928 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
929 vy -= MAX_RUN_XM * 2;
931 if (controller->hold(Controller::DOWN)) {
932 vy += MAX_RUN_XM * 2;
934 if (controller->hold(Controller::ACTION)) {
935 set_ghost_mode(false);
937 physic.set_velocity(vx, vy);
938 physic.set_acceleration(0, 0);
942 Player::add_coins(int count)
944 player_status->add_coins(count);
950 return player_status->coins;
954 Player::add_bonus(const std::string& bonustype)
956 BonusType type = NO_BONUS;
958 if(bonustype == "grow") {
960 } else if(bonustype == "fireflower") {
962 } else if(bonustype == "iceflower") {
964 } else if(bonustype == "airflower") {
966 } else if(bonustype == "earthflower") {
968 } else if(bonustype == "none") {
971 std::ostringstream msg;
972 msg << "Unknown bonus type " << bonustype;
973 throw std::runtime_error(msg.str());
976 return add_bonus(type);
980 Player::add_bonus(BonusType type, bool animate)
982 // always ignore NO_BONUS
983 if (type == NO_BONUS) {
987 // ignore GROWUP_BONUS if we're already big
988 if (type == GROWUP_BONUS) {
989 if (!player_status->bonus == NO_BONUS)
993 return set_bonus(type, animate);
997 Player::set_bonus(BonusType type, bool animate)
999 if((player_status->bonus == NO_BONUS) && (type != NO_BONUS)) {
1000 if (!adjust_height(BIG_TUX_HEIGHT)) {
1001 log_debug << "Can't adjust Tux height" << std::endl;
1006 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
1008 if (climbing) stop_climbing(*climbing);
1011 if (type == NO_BONUS) {
1012 if (does_buttjump) does_buttjump = false;
1015 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
1016 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
1017 // visually lose helmet
1018 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1019 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1020 Vector paccel = Vector(0, 1000);
1021 std::string action = (dir==LEFT)?"left":"right";
1022 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1023 if (climbing) stop_climbing(*climbing);
1025 if ((player_status->bonus == ICE_BONUS) && (animate)) {
1026 // visually lose cap
1027 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1028 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1029 Vector paccel = Vector(0, 1000);
1030 std::string action = (dir==LEFT)?"left":"right";
1031 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1032 if (climbing) stop_climbing(*climbing);
1034 if ((player_status->bonus == AIR_BONUS) && (animate)) {
1035 // visually lose hat
1036 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1037 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1038 Vector paccel = Vector(0, 1000);
1039 std::string action = (dir==LEFT)?"left":"right";
1040 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1041 if (climbing) stop_climbing(*climbing);
1043 if ((player_status->bonus == EARTH_BONUS) && (animate)) {
1044 // visually lose hard-hat
1045 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
1046 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
1047 Vector paccel = Vector(0, 1000);
1048 std::string action = (dir==LEFT)?"left":"right";
1049 Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
1050 if (climbing) stop_climbing(*climbing);
1052 player_status->max_fire_bullets = 0;
1053 player_status->max_ice_bullets = 0;
1054 player_status->max_air_time = 0;
1055 player_status->max_earth_time = 0;
1057 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
1058 if (type == ICE_BONUS) player_status->max_ice_bullets++;
1059 if (type == AIR_BONUS) player_status->max_air_time++;
1060 if (type == EARTH_BONUS) player_status->max_earth_time++;
1062 player_status->bonus = type;
1067 Player::set_visible(bool visible_)
1069 this->visible = visible_;
1071 set_group(COLGROUP_MOVING);
1073 set_group(COLGROUP_DISABLED);
1077 Player::get_visible()
1085 kick_timer.start(KICK_TIME);
1089 Player::draw(DrawingContext& context)
1094 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
1095 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
1096 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
1097 float py = Sector::current()->camera->get_translation().y;
1098 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
1099 context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1);
1102 std::string sa_prefix = "";
1103 std::string sa_postfix = "";
1105 if (player_status->bonus == GROWUP_BONUS)
1107 else if (player_status->bonus == FIRE_BONUS)
1109 else if (player_status->bonus == ICE_BONUS)
1111 else if (player_status->bonus == AIR_BONUS)
1113 else if (player_status->bonus == EARTH_BONUS)
1116 sa_prefix = "small";
1119 sa_postfix = "-left";
1121 sa_postfix = "-right";
1123 /* Set Tux sprite action */
1125 sprite->set_action("gameover");
1128 sprite->set_action_continued("grow"+sa_postfix);
1129 // while growing, do not change action
1130 // do_duck() will take care of cancelling growing manually
1131 // update() will take care of cancelling when growing completed
1133 else if (climbing) {
1134 sprite->set_action(sa_prefix+"-climbing"+sa_postfix);
1136 else if (backflipping) {
1137 sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
1139 else if (duck && is_big()) {
1140 sprite->set_action(sa_prefix+"-duck"+sa_postfix);
1142 else if (skidding_timer.started() && !skidding_timer.check()) {
1143 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1145 else if (kick_timer.started() && !kick_timer.check()) {
1146 sprite->set_action(sa_prefix+"-kick"+sa_postfix);
1148 else if ((wants_buttjump || does_buttjump) && is_big()) {
1149 sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
1151 else if (!on_ground() || fall_mode != ON_GROUND) {
1152 if(physic.get_velocity_x() != 0 || fall_mode != ON_GROUND) {
1153 sprite->set_action(sa_prefix+"-jump"+sa_postfix);
1157 if (fabsf(physic.get_velocity_x()) < 1.0f) {
1158 // Determine which idle stage we're at
1159 if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
1161 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1163 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1165 else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
1167 if (idle_stage >= IDLE_STAGE_COUNT)
1170 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1172 if (IDLE_TIME[idle_stage] == 0)
1173 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
1175 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1178 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1182 sprite->set_action(sa_prefix+"-walk"+sa_postfix);
1187 // Tux is holding something
1188 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
1189 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
1197 if (safe_timer.started() && size_t(game_time*40)%2)
1200 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1201 // illuminate Tux in dark areas with earthflower bonus
1202 context.get_light( get_bbox().get_middle(), &light );
1203 if (light.red + light.green + light.blue < 3.0 && player_status->bonus == EARTH_BONUS){
1204 context.push_target();
1205 context.set_target(DrawingContext::LIGHTMAP);
1206 lightsprite->draw(context, get_pos() + Vector(dir==LEFT ? 0 : 32, 0), 0);
1207 context.pop_target();
1214 Player::collision_tile(uint32_t tile_attributes)
1216 if(tile_attributes & Tile::HURTS)
1221 if( tile_attributes & Tile::WATER ){
1227 if( tile_attributes & Tile::WATER ){
1230 SoundManager::current()->play( "sounds/splash.ogg" );
1235 if(tile_attributes & Tile::ICE) {
1236 ice_this_frame = true;
1242 Player::collision_solid(const CollisionHit& hit)
1245 if(physic.get_velocity_y() > 0)
1246 physic.set_velocity_y(0);
1248 on_ground_flag = true;
1249 floor_normal = hit.slope_normal;
1252 if (does_buttjump) {
1253 does_buttjump = false;
1254 physic.set_velocity_y(-300);
1255 on_ground_flag = false;
1256 Sector::current()->add_object(std::make_shared<Particles>(
1257 Vector(get_bbox().p2.x, get_bbox().p2.y),
1259 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1261 Sector::current()->add_object(std::make_shared<Particles>(
1262 Vector(get_bbox().p1.x, get_bbox().p2.y),
1264 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1266 Sector::current()->camera->shake(.1f, 0, 5);
1269 } else if(hit.top) {
1270 if(physic.get_velocity_y() < 0)
1271 physic.set_velocity_y(.2f);
1274 if(hit.left || hit.right) {
1275 physic.set_velocity_x(0);
1280 if(hit.left || hit.right) {
1282 } else if(hit.top || hit.bottom) {
1289 Player::collision(GameObject& other, const CollisionHit& hit)
1291 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1296 Player* player = dynamic_cast<Player*> (&other);
1301 if(hit.left || hit.right) {
1302 try_grab(); //grab objects right now, in update it will be too late
1304 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1305 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1306 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1307 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1309 if(controller->pressed(Controller::UP))
1310 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1316 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1317 if(badguy != NULL) {
1318 if(safe_timer.started() || invincible_timer.started())
1328 Player::make_invincible()
1330 SoundManager::current()->play("sounds/invincible_start.ogg");
1331 invincible_timer.start(TUX_INVINCIBLE_TIME);
1332 Sector::current()->play_music(HERRING_MUSIC);
1337 Player::kill(bool completely)
1339 if(dying || deactivated || is_winning() )
1342 if(!completely && (safe_timer.started() || invincible_timer.started()))
1347 if (climbing) stop_climbing(*climbing);
1349 physic.set_velocity_x(0);
1351 sprite->set_angle(0.0f);
1353 if(!completely && is_big()) {
1354 SoundManager::current()->play("sounds/hurt.wav");
1356 if(player_status->bonus == FIRE_BONUS
1357 || player_status->bonus == ICE_BONUS
1358 || player_status->bonus == AIR_BONUS
1359 || player_status->bonus == EARTH_BONUS) {
1360 safe_timer.start(TUX_SAFE_TIME);
1361 set_bonus(GROWUP_BONUS, true);
1362 } else if(player_status->bonus == GROWUP_BONUS) {
1363 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1364 adjust_height(SMALL_TUX_HEIGHT);
1366 backflipping = false;
1367 sprite->set_angle(0.0f);
1368 set_bonus(NO_BONUS, true);
1369 } else if(player_status->bonus == NO_BONUS) {
1370 safe_timer.start(TUX_SAFE_TIME);
1371 adjust_height(SMALL_TUX_HEIGHT);
1375 SoundManager::current()->play("sounds/kill.wav");
1377 // do not die when in edit mode
1379 set_ghost_mode(true);
1383 if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
1385 for (int i = 0; i < 5; i++)
1387 // the numbers: starting x, starting y, velocity y
1388 Sector::current()->add_object(std::make_shared<FallingCoin>(get_pos() +
1389 Vector(graphicsRandom.rand(5), graphicsRandom.rand(-32,18)),
1390 graphicsRandom.rand(-100,100)));
1392 player_status->coins -= std::max(player_status->coins/10, 25);
1396 GameSession::current()->set_reset_point("", Vector());
1398 physic.enable_gravity(true);
1399 physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
1401 invincible_timer.stop();
1402 physic.set_acceleration(0, 0);
1403 physic.set_velocity(0, -700);
1404 set_bonus(NO_BONUS, true);
1406 dying_timer.start(3.0);
1407 set_group(COLGROUP_DISABLED);
1409 // TODO: need nice way to handle players dying in co-op mode
1410 Sector::current()->effect->fade_out(3.0);
1411 SoundManager::current()->stop_music(3.0);
1416 Player::move(const Vector& vector)
1420 // Reset size to get correct hitbox if Tux was eg. ducked before moving
1422 set_size(TUX_WIDTH, BIG_TUX_HEIGHT);
1424 set_size(TUX_WIDTH, SMALL_TUX_HEIGHT);
1426 backflipping = false;
1427 sprite->set_angle(0.0f);
1428 last_ground_y = vector.y;
1429 if (climbing) stop_climbing(*climbing);
1435 Player::check_bounds()
1437 /* Keep tux in sector bounds: */
1438 if (get_pos().x < 0) {
1439 // Lock Tux to the size of the level, so that he doesn't fall off
1441 set_pos(Vector(0, get_pos().y));
1444 if (get_bbox().get_right() > Sector::current()->get_width()) {
1445 // Lock Tux to the size of the level, so that he doesn't fall off
1447 set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
1450 /* fallen out of the level? */
1451 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1458 Player::add_velocity(const Vector& velocity)
1460 physic.set_velocity(physic.get_velocity() + velocity);
1464 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1466 if (end_speed.x > 0)
1467 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1468 if (end_speed.x < 0)
1469 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1470 if (end_speed.y > 0)
1471 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1472 if (end_speed.y < 0)
1473 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1477 Player::get_velocity()
1479 return physic.get_velocity();
1483 Player::bounce(BadGuy& )
1485 if(controller->hold(Controller::JUMP))
1486 physic.set_velocity_y(-520);
1488 physic.set_velocity_y(-300);
1491 //scripting Functions Below
1494 Player::deactivate()
1499 physic.set_velocity_x(0);
1500 physic.set_velocity_y(0);
1501 physic.set_acceleration_x(0);
1502 physic.set_acceleration_y(0);
1503 if (climbing) stop_climbing(*climbing);
1511 deactivated = false;
1514 void Player::walk(float speed)
1516 physic.set_velocity_x(speed);
1519 void Player::set_dir(bool right)
1521 dir = right ? RIGHT : LEFT;
1525 Player::set_ghost_mode(bool enable)
1527 if (ghost_mode == enable)
1530 if (climbing) stop_climbing(*climbing);
1534 set_group(COLGROUP_DISABLED);
1535 physic.enable_gravity(false);
1536 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1539 set_group(COLGROUP_MOVING);
1540 physic.enable_gravity(true);
1541 log_debug << "You feel solid again." << std::endl;
1546 Player::set_edit_mode(bool enable)
1552 Player::start_climbing(Climbable& climbable)
1554 if (climbing || !&climbable) return;
1556 climbing = &climbable;
1557 physic.enable_gravity(false);
1558 physic.set_velocity(0, 0);
1559 physic.set_acceleration(0, 0);
1561 backflipping = false;
1562 backflip_direction = 0;
1563 sprite->set_angle(0.0f);
1568 Player::stop_climbing(Climbable& /*climbable*/)
1570 if (!climbing) return;
1574 if (grabbed_object) {
1575 grabbed_object->ungrab(*this, dir);
1576 grabbed_object = NULL;
1579 physic.enable_gravity(true);
1580 physic.set_velocity(0, 0);
1581 physic.set_acceleration(0, 0);
1583 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1584 on_ground_flag = true;
1585 // TODO: This won't help. Why?
1591 Player::handle_input_climbing()
1594 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1600 if (controller->hold(Controller::LEFT)) {
1604 if (controller->hold(Controller::RIGHT)) {
1608 if (controller->hold(Controller::UP)) {
1611 if (controller->hold(Controller::DOWN)) {
1614 if (controller->hold(Controller::JUMP)) {
1616 stop_climbing(*climbing);
1622 if (controller->hold(Controller::ACTION)) {
1623 stop_climbing(*climbing);
1626 physic.set_velocity(vx, vy);
1627 physic.set_acceleration(0, 0);