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/joystickkeyboardcontroller.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 int TILES_FOR_BUTTJUMP = 3;
44 static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
45 static const float SHOOTING_TIME = .150f;
47 /** number of idle stages, including standing */
48 static const unsigned int IDLE_STAGE_COUNT = 5;
50 * how long to play each idle animation in milliseconds
51 * '0' means the sprite action is played once before moving onto the next
54 static const int IDLE_TIME[] = { 5000, 0, 2500, 0, 2500 };
56 static const std::string IDLE_STAGES[] =
63 /** acceleration in horizontal direction when walking
64 * (all accelerations are in pixel/s^2) */
65 static const float WALK_ACCELERATION_X = 300;
66 /** acceleration in horizontal direction when running */
67 static const float RUN_ACCELERATION_X = 400;
68 /** acceleration when skidding */
69 static const float SKID_XM = 200;
70 /** time of skidding in seconds */
71 static const float SKID_TIME = .3f;
72 /** maximum walk velocity (pixel/s) */
73 static const float MAX_WALK_XM = 230;
74 /** maximum run velocity (pixel/s) */
75 static const float MAX_RUN_XM = 320;
76 /** maximum horizontal climb velocity */
77 static const float MAX_CLIMB_XM = 48;
78 /** maximum vertical climb velocity */
79 static const float MAX_CLIMB_YM = 128;
80 /** instant velocity when tux starts to walk */
81 static const float WALK_SPEED = 100;
83 /** multiplied by WALK_ACCELERATION to give friction */
84 static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
85 /** multiplied by WALK_ACCELERATION to give friction */
86 static const float ICE_FRICTION_MULTIPLIER = 0.1f;
87 static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
89 /** time of the kick (kicking mriceblock) animation */
90 static const float KICK_TIME = .3f;
91 /** time of tux cheering (currently unused) */
92 static const float CHEER_TIME = 1.0f;
94 /** if Tux cannot unduck for this long, he will get hurt */
95 static const float UNDUCK_HURT_TIME = 0.25f;
96 /** gravity is higher after the jump key is released before
97 the apex of the jump is reached */
98 static const float JUMP_EARLY_APEX_FACTOR = 3.0;
100 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) */
102 bool no_water = true;
105 Player::Player(PlayerStatus* _player_status, const std::string& name) :
108 scripting_controller(0),
109 player_status(_player_status),
114 backflip_direction(),
119 scripting_controller_old(0),
143 grabbed_object(NULL),
155 controller = g_main_controller;
156 scripting_controller.reset(new CodeController());
157 sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
158 airarrow = Surface::create("images/engine/hud/airarrow.png");
159 idle_timer.start(IDLE_TIME[0]/1000.0f);
161 sound_manager->preload("sounds/bigjump.wav");
162 sound_manager->preload("sounds/jump.wav");
163 sound_manager->preload("sounds/hurt.wav");
164 sound_manager->preload("sounds/kill.wav");
165 sound_manager->preload("sounds/skid.wav");
166 sound_manager->preload("sounds/flip.wav");
167 sound_manager->preload("sounds/invincible_start.ogg");
168 sound_manager->preload("sounds/splash.ogg");
175 if (climbing) stop_climbing(*climbing);
182 set_size(31.8f, 62.8f);
184 set_size(31.8f, 30.8f);
195 fall_mode = ON_GROUND;
197 jump_early_apex = false;
199 wants_buttjump = false;
200 does_buttjump = false;
203 backflipping = false;
204 backflip_direction = 0;
208 ice_this_frame = false;
209 speedlimit = 0; //no special limit
211 on_ground_flag = false;
212 grabbed_object = NULL;
220 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
225 scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
229 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
234 scripting::unexpose_object(vm, table_idx, name);
238 Player::get_speedlimit()
244 Player::set_speedlimit(float newlimit)
250 Player::set_controller(Controller* controller)
252 this->controller = controller;
256 Player::use_scripting_controller(bool use_or_release)
258 if ((use_or_release == true) && (controller != scripting_controller.get())) {
259 scripting_controller_old = get_controller();
260 set_controller(scripting_controller.get());
262 if ((use_or_release == false) && (controller == scripting_controller.get())) {
263 set_controller(scripting_controller_old);
264 scripting_controller_old = 0;
269 Player::do_scripting_controller(std::string control, bool pressed)
271 for(int i = 0; Controller::controlNames[i] != 0; ++i) {
272 if(control == std::string(Controller::controlNames[i])) {
273 scripting_controller->press(Controller::Control(i), pressed);
279 Player::adjust_height(float new_height)
282 bbox2.move(Vector(0, bbox.get_height() - new_height));
283 bbox2.set_height(new_height);
285 if(new_height > bbox.get_height()) {
286 Rectf additional_space = bbox2;
287 additional_space.set_height(new_height - bbox.get_height());
288 if(!Sector::current()->is_free_of_statics(additional_space, this, true))
292 // adjust bbox accordingly
293 // note that we use members of moving_object for this, so we can run this during CD, too
295 set_size(bbox2.get_width(), bbox2.get_height());
300 Player::trigger_sequence(std::string sequence_name)
302 if (climbing) stop_climbing(*climbing);
303 GameSession::current()->start_sequence(sequence_name);
307 Player::update(float elapsed_time)
314 if(dying && dying_timer.check()) {
319 if(!dying && !deactivated)
322 // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
326 // extend/shrink tux collision rectangle so that we fall through/walk over 1
328 if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
334 // on downward slopes, adjust vertical velocity so tux walks smoothly down
336 if(floor_normal.y != 0) {
337 if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
338 physic.set_velocity_y(250);
343 // handle backflipping
345 //prevent player from changing direction when backflipping
346 dir = (backflip_direction == 1) ? LEFT : RIGHT;
347 if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
352 fall_mode = ON_GROUND;
353 last_ground_y = get_pos().y;
355 if(get_pos().y > last_ground_y)
357 else if(fall_mode == ON_GROUND)
361 // check if we landed
364 if (backflipping && (!backflip_timer.started())) {
365 backflipping = false;
366 backflip_direction = 0;
368 // if controls are currently deactivated, we take care of standing up ourselves
374 // calculate movement for this frame
375 movement = physic.get_movement(elapsed_time);
377 if(grabbed_object != NULL && !dying) {
378 position_grabbed_object();
381 if(grabbed_object != NULL && dying){
382 grabbed_object->ungrab(*this, dir);
383 grabbed_object = NULL;
386 if(!ice_this_frame && on_ground())
389 on_ground_flag = false;
390 ice_this_frame = false;
392 // when invincible, spawn particles
393 if (invincible_timer.started())
395 if (systemRandom.rand(0, 2) == 0) {
396 float px = systemRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
397 float py = systemRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
398 Vector ppos = Vector(px, py);
399 Vector pspeed = Vector(0, 0);
400 Vector paccel = Vector(0, 0);
401 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
402 // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
403 (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
404 // make every other a longer sparkle to make trail a bit fuzzy
405 (size_t(game_time*20)%2) ? "small" : "medium"
407 "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
412 if (sprite->animation_done()) growing = false;
420 return on_ground_flag;
426 if(player_status->bonus == NO_BONUS)
433 Player::apply_friction()
435 if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
436 physic.set_velocity_x(0);
437 physic.set_acceleration_x(0);
439 float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
440 if(physic.get_velocity_x() < 0) {
441 physic.set_acceleration_x(friction);
442 } else if(physic.get_velocity_x() > 0) {
443 physic.set_acceleration_x(-friction);
444 } // no friction for physic.get_velocity_x() == 0
449 Player::handle_horizontal_input()
451 float vx = physic.get_velocity_x();
452 float vy = physic.get_velocity_y();
453 float ax = physic.get_acceleration_x();
454 float ay = physic.get_acceleration_y();
457 if(!duck || physic.get_velocity_y() != 0) {
458 if(controller->hold(Controller::LEFT) && !controller->hold(Controller::RIGHT)) {
462 } else if(!controller->hold(Controller::LEFT)
463 && controller->hold(Controller::RIGHT)) {
470 // do not run if action key is pressed or we're holding something
471 // so tux can only walk while shooting
472 if ( controller->hold(Controller::ACTION) || grabbed_object ) {
473 ax = dirsign * WALK_ACCELERATION_X;
475 if(vx >= MAX_WALK_XM && dirsign > 0) {
478 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
483 if( vx * dirsign < MAX_WALK_XM ) {
484 ax = dirsign * WALK_ACCELERATION_X;
486 ax = dirsign * RUN_ACCELERATION_X;
489 if(vx >= MAX_RUN_XM && dirsign > 0) {
492 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
498 // we can reach WALK_SPEED without any acceleration
499 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
500 vx = dirsign * WALK_SPEED;
504 if( speedlimit > 0 && vx * dirsign >= speedlimit ) {
505 vx = dirsign * speedlimit;
509 // changing directions?
510 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
512 if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
513 skidding_timer.start(SKID_TIME);
514 sound_manager->play("sounds/skid.wav");
515 // dust some particles
516 Sector::current()->add_object(
518 Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
519 dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
520 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
530 ax *= ICE_ACCELERATION_MULTIPLIER;
533 physic.set_velocity(vx, vy);
534 physic.set_acceleration(ax, ay);
536 // we get slower when not pressing any keys
558 if (physic.get_velocity_y() != 0)
565 if (adjust_height(31.8f)) {
568 unduck_hurt_timer.stop();
575 Player::do_standup() {
583 if (adjust_height(63.8f)) {
585 unduck_hurt_timer.stop();
587 // if timer is not already running, start it.
588 if (unduck_hurt_timer.get_period() == 0) {
589 unduck_hurt_timer.start(UNDUCK_HURT_TIME);
591 else if (unduck_hurt_timer.check()) {
599 Player::do_backflip() {
605 backflip_direction = (dir == LEFT)?(+1):(-1);
608 sound_manager->play("sounds/flip.wav");
609 backflip_timer.start(0.15f);
613 Player::do_jump(float yspeed) {
617 physic.set_velocity_y(yspeed);
618 //bbox.move(Vector(0, -1));
620 on_ground_flag = false;
625 sound_manager->play("sounds/bigjump.wav");
627 sound_manager->play("sounds/jump.wav");
632 Player::early_jump_apex()
634 if (!jump_early_apex)
636 jump_early_apex = true;
637 physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
642 Player::do_jump_apex()
646 jump_early_apex = false;
647 physic.set_gravity_modifier(1.0f);
652 Player::handle_vertical_input()
655 if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
656 if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
657 jump_button_timer.stop();
659 // jump a little bit if moving in same direction; otherwise, do a backflip
660 if ((physic.get_velocity_x() < 0 && dir == LEFT) || (physic.get_velocity_x() > 0 && dir == RIGHT)) {
666 // jump a bit higher if we are running; else do a normal jump
667 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
670 // Let go of jump key
671 else if(!controller->hold(Controller::JUMP)) {
672 if (!backflipping && jumping && physic.get_velocity_y() < 0) {
678 if(jump_early_apex && physic.get_velocity_y() >= 0) {
682 /* In case the player has pressed Down while in a certain range of air,
683 enable butt jump action */
684 if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
685 wants_buttjump = true;
686 if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
689 /* When Down is not held anymore, disable butt jump */
690 if(!controller->hold(Controller::DOWN)) {
691 wants_buttjump = false;
692 does_buttjump = false;
696 physic.set_acceleration_y(0);
699 if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
700 physic.set_acceleration_y(-2000);
701 physic.set_velocity_y(physic.get_velocity_y() * 0.94);
707 Player::handle_input()
710 handle_input_ghost();
714 handle_input_climbing();
719 if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
722 if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
725 if( controller->pressed( Controller::PEEK_LEFT ) ) {
728 if( controller->pressed( Controller::PEEK_RIGHT ) ) {
731 if(!backflipping && !jumping && on_ground()) {
732 if( controller->pressed( Controller::PEEK_UP ) ) {
734 } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
739 /* Handle horizontal movement: */
740 if (!backflipping) handle_horizontal_input();
746 /* Handle vertical movement: */
747 handle_vertical_input();
750 if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
751 if(Sector::current()->add_bullet(
752 get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
753 : Vector(32, bbox.get_height()/2)),
755 physic.get_velocity_x(), dir))
756 shooting_timer.start(SHOOTING_TIME);
759 /* Duck or Standup! */
760 if (controller->hold(Controller::DOWN)) {
769 if(!controller->hold(Controller::ACTION) && grabbed_object) {
770 MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
772 // move the grabbed object a bit away from tux
773 Rectf grabbed_bbox = moving_object->get_bbox();
775 dest.p2.y = bbox.get_top() + bbox.get_height()*0.66666;
776 dest.p1.y = dest.p2.y - grabbed_bbox.get_height();
778 dest.p2.x = bbox.get_left() - 1;
779 dest.p1.x = dest.p2.x - grabbed_bbox.get_width();
781 dest.p1.x = bbox.get_right() + 1;
782 dest.p2.x = dest.p1.x + grabbed_bbox.get_width();
784 if(Sector::current()->is_free_of_movingstatics(dest)) {
785 moving_object->set_pos(dest.p1);
786 if(controller->hold(Controller::UP)) {
787 grabbed_object->ungrab(*this, UP);
789 grabbed_object->ungrab(*this, dir);
791 grabbed_object = NULL;
794 log_debug << "Non MovingObject grabbed?!?" << std::endl;
800 Player::position_grabbed_object()
802 MovingObject* moving_object = dynamic_cast<MovingObject*>(grabbed_object);
803 assert(moving_object);
805 // Position where we will hold the lower-inner corner
806 Vector pos(get_bbox().get_left() + get_bbox().get_width()/2,
807 get_bbox().get_top() + get_bbox().get_height()*0.66666);
809 // Adjust to find the grabbed object's upper-left corner
811 pos.x -= moving_object->get_bbox().get_width();
812 pos.y -= moving_object->get_bbox().get_height();
814 grabbed_object->grab(*this, pos, dir);
820 if(controller->hold(Controller::ACTION) && !grabbed_object
822 Sector* sector = Sector::current();
825 pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
827 pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
830 for(Sector::Portables::iterator i = sector->portables.begin();
831 i != sector->portables.end(); ++i) {
832 Portable* portable = *i;
833 if(!portable->is_portable())
836 // make sure the Portable is a MovingObject
837 MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
838 assert(moving_object);
839 if(moving_object == NULL)
842 // make sure the Portable isn't currently non-solid
843 if(moving_object->get_group() == COLGROUP_DISABLED) continue;
845 // check if we are within reach
846 if(moving_object->get_bbox().contains(pos)) {
847 if (climbing) stop_climbing(*climbing);
848 grabbed_object = portable;
849 position_grabbed_object();
857 Player::handle_input_ghost()
861 if (controller->hold(Controller::LEFT)) {
863 vx -= MAX_RUN_XM * 2;
865 if (controller->hold(Controller::RIGHT)) {
867 vx += MAX_RUN_XM * 2;
869 if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
870 vy -= MAX_RUN_XM * 2;
872 if (controller->hold(Controller::DOWN)) {
873 vy += MAX_RUN_XM * 2;
875 if (controller->hold(Controller::ACTION)) {
876 set_ghost_mode(false);
878 physic.set_velocity(vx, vy);
879 physic.set_acceleration(0, 0);
883 Player::add_coins(int count)
885 player_status->add_coins(count);
891 return player_status->coins;
895 Player::add_bonus(const std::string& bonustype)
897 BonusType type = NO_BONUS;
899 if(bonustype == "grow") {
901 } else if(bonustype == "fireflower") {
903 } else if(bonustype == "iceflower") {
905 } else if(bonustype == "none") {
908 std::ostringstream msg;
909 msg << "Unknown bonus type " << bonustype;
910 throw std::runtime_error(msg.str());
913 return add_bonus(type);
917 Player::add_bonus(BonusType type, bool animate)
919 // always ignore NO_BONUS
920 if (type == NO_BONUS) {
924 // ignore GROWUP_BONUS if we're already big
925 if (type == GROWUP_BONUS) {
926 if (player_status->bonus == GROWUP_BONUS)
928 if (player_status->bonus == FIRE_BONUS)
930 if (player_status->bonus == ICE_BONUS)
934 return set_bonus(type, animate);
938 Player::set_bonus(BonusType type, bool animate)
940 if(player_status->bonus == NO_BONUS) {
941 if (!adjust_height(62.8f)) {
942 printf("can't adjust\n");
947 sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
949 if (climbing) stop_climbing(*climbing);
952 if (type == NO_BONUS) {
953 if (does_buttjump) does_buttjump = false;
956 if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
957 if ((player_status->bonus == FIRE_BONUS) && (animate)) {
958 // visually lose helmet
959 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
960 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
961 Vector paccel = Vector(0, 1000);
962 std::string action = (dir==LEFT)?"left":"right";
963 Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
964 if (climbing) stop_climbing(*climbing);
966 if ((player_status->bonus == ICE_BONUS) && (animate)) {
968 Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
969 Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
970 Vector paccel = Vector(0, 1000);
971 std::string action = (dir==LEFT)?"left":"right";
972 Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
973 if (climbing) stop_climbing(*climbing);
975 player_status->max_fire_bullets = 0;
976 player_status->max_ice_bullets = 0;
978 if (type == FIRE_BONUS) player_status->max_fire_bullets++;
979 if (type == ICE_BONUS) player_status->max_ice_bullets++;
981 player_status->bonus = type;
986 Player::set_visible(bool visible)
988 this->visible = visible;
990 set_group(COLGROUP_MOVING);
992 set_group(COLGROUP_DISABLED);
996 Player::get_visible()
1004 kick_timer.start(KICK_TIME);
1008 Player::draw(DrawingContext& context)
1013 // if Tux is above camera, draw little "air arrow" to show where he is x-wise
1014 if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
1015 float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
1016 float py = Sector::current()->camera->get_translation().y;
1017 py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
1018 context.draw_surface(airarrow, Vector(px, py), LAYER_HUD - 1);
1021 std::string sa_prefix = "";
1022 std::string sa_postfix = "";
1024 if (player_status->bonus == GROWUP_BONUS)
1026 else if (player_status->bonus == FIRE_BONUS)
1028 else if (player_status->bonus == ICE_BONUS)
1031 sa_prefix = "small";
1034 sa_postfix = "-left";
1036 sa_postfix = "-right";
1038 /* Set Tux sprite action */
1040 sprite->set_action("gameover");
1043 sprite->set_action_continued("grow"+sa_postfix);
1044 // while growing, do not change action
1045 // do_duck() will take care of cancelling growing manually
1046 // update() will take care of cancelling when growing completed
1048 else if (climbing) {
1049 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1051 else if (backflipping) {
1052 sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
1054 else if (duck && is_big()) {
1055 sprite->set_action(sa_prefix+"-duck"+sa_postfix);
1057 else if (skidding_timer.started() && !skidding_timer.check()) {
1058 sprite->set_action(sa_prefix+"-skid"+sa_postfix);
1060 else if (kick_timer.started() && !kick_timer.check()) {
1061 sprite->set_action(sa_prefix+"-kick"+sa_postfix);
1063 else if ((wants_buttjump || does_buttjump) && is_big()) {
1064 sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
1066 else if (!on_ground()) {
1067 sprite->set_action(sa_prefix+"-jump"+sa_postfix);
1070 if (fabsf(physic.get_velocity_x()) < 1.0f) {
1071 // Determine which idle stage we're at
1072 if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
1074 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1076 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1078 else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
1080 if (idle_stage >= IDLE_STAGE_COUNT)
1083 idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
1085 if (IDLE_TIME[idle_stage] == 0)
1086 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
1088 sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1091 sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
1095 sprite->set_action(sa_prefix+"-walk"+sa_postfix);
1100 // Tux is holding something
1101 if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
1102 (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
1110 if (safe_timer.started() && size_t(game_time*40)%2)
1113 sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
1119 Player::collision_tile(uint32_t tile_attributes)
1121 if(tile_attributes & Tile::HURTS)
1126 if( tile_attributes & Tile::WATER ){
1132 if( tile_attributes & Tile::WATER ){
1135 sound_manager->play( "sounds/splash.ogg" );
1140 if(tile_attributes & Tile::ICE) {
1141 ice_this_frame = true;
1147 Player::collision_solid(const CollisionHit& hit)
1150 if(physic.get_velocity_y() > 0)
1151 physic.set_velocity_y(0);
1153 on_ground_flag = true;
1154 floor_normal = hit.slope_normal;
1157 if (does_buttjump) {
1158 does_buttjump = false;
1159 physic.set_velocity_y(-300);
1160 on_ground_flag = false;
1161 Sector::current()->add_object(new Particles(
1162 Vector(get_bbox().p2.x, get_bbox().p2.y),
1164 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1166 Sector::current()->add_object(new Particles(
1167 Vector(get_bbox().p1.x, get_bbox().p2.y),
1169 Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
1171 Sector::current()->camera->shake(.1f, 0, 5);
1174 } else if(hit.top) {
1175 if(physic.get_velocity_y() < 0)
1176 physic.set_velocity_y(.2f);
1179 if(hit.left || hit.right) {
1180 physic.set_velocity_x(0);
1185 if(hit.left || hit.right) {
1187 } else if(hit.top || hit.bottom) {
1194 Player::collision(GameObject& other, const CollisionHit& hit)
1196 Bullet* bullet = dynamic_cast<Bullet*> (&other);
1201 if(hit.left || hit.right) {
1202 try_grab(); //grab objects right now, in update it will be too late
1204 assert(dynamic_cast<MovingObject*> (&other) != NULL);
1205 MovingObject* moving_object = static_cast<MovingObject*> (&other);
1206 if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
1207 TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
1209 if(controller->pressed(Controller::UP))
1210 trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
1216 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
1217 if(badguy != NULL) {
1218 if(safe_timer.started() || invincible_timer.started())
1228 Player::make_invincible()
1230 sound_manager->play("sounds/invincible_start.ogg");
1231 invincible_timer.start(TUX_INVINCIBLE_TIME);
1232 Sector::current()->play_music(HERRING_MUSIC);
1237 Player::kill(bool completely)
1239 if(dying || deactivated)
1242 if(!completely && (safe_timer.started() || invincible_timer.started()))
1247 if (climbing) stop_climbing(*climbing);
1249 physic.set_velocity_x(0);
1251 if(!completely && is_big()) {
1252 sound_manager->play("sounds/hurt.wav");
1254 if(player_status->bonus == FIRE_BONUS
1255 || player_status->bonus == ICE_BONUS) {
1256 safe_timer.start(TUX_SAFE_TIME);
1257 set_bonus(GROWUP_BONUS, true);
1258 } else if(player_status->bonus == GROWUP_BONUS) {
1259 safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
1260 adjust_height(30.8f);
1262 backflipping = false;
1263 set_bonus(NO_BONUS, true);
1264 } else if(player_status->bonus == NO_BONUS) {
1265 safe_timer.start(TUX_SAFE_TIME);
1266 adjust_height(30.8f);
1270 sound_manager->play("sounds/kill.wav");
1272 // do not die when in edit mode
1274 set_ghost_mode(true);
1278 if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
1280 for (int i = 0; i < 5; i++)
1282 // the numbers: starting x, starting y, velocity y
1283 Sector::current()->add_object(new FallingCoin(get_pos() +
1284 Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
1285 systemRandom.rand(-100,100)));
1287 player_status->coins -= std::max(player_status->coins/10, 25);
1291 GameSession::current()->set_reset_point("", Vector());
1293 physic.enable_gravity(true);
1294 physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
1296 invincible_timer.stop();
1297 physic.set_acceleration(0, 0);
1298 physic.set_velocity(0, -700);
1299 set_bonus(NO_BONUS, true);
1301 dying_timer.start(3.0);
1302 set_group(COLGROUP_DISABLED);
1304 Sector::current()->effect->fade_out(3.0);
1305 sound_manager->stop_music(3.0);
1310 Player::move(const Vector& vector)
1314 // TODO: do we need the following? Seems irrelevant to moving the player
1316 set_size(31.8f, 63.8f);
1318 set_size(31.8f, 31.8f);
1320 backflipping = false;
1321 last_ground_y = vector.y;
1322 if (climbing) stop_climbing(*climbing);
1328 Player::check_bounds(Camera* camera)
1330 /* Keep tux in sector bounds: */
1331 if (get_pos().x < 0) {
1332 // Lock Tux to the size of the level, so that he doesn't fall off
1334 set_pos(Vector(0, get_pos().y));
1337 if (get_bbox().get_right() > Sector::current()->get_width()) {
1338 // Lock Tux to the size of the level, so that he doesn't fall off
1340 set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
1343 /* fallen out of the level? */
1344 if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
1349 // can happen if back scrolling is disabled
1350 if(get_pos().x < camera->get_translation().x) {
1351 set_pos(Vector(camera->get_translation().x, get_pos().y));
1353 if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
1356 camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
1362 Player::add_velocity(const Vector& velocity)
1364 physic.set_velocity(physic.get_velocity() + velocity);
1368 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
1370 if (end_speed.x > 0)
1371 physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
1372 if (end_speed.x < 0)
1373 physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
1374 if (end_speed.y > 0)
1375 physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
1376 if (end_speed.y < 0)
1377 physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
1381 Player::get_velocity()
1383 return physic.get_velocity();
1387 Player::bounce(BadGuy& )
1389 if(controller->hold(Controller::JUMP))
1390 physic.set_velocity_y(-520);
1392 physic.set_velocity_y(-300);
1395 //scripting Functions Below
1398 Player::deactivate()
1403 physic.set_velocity_x(0);
1404 physic.set_velocity_y(0);
1405 physic.set_acceleration_x(0);
1406 physic.set_acceleration_y(0);
1407 if (climbing) stop_climbing(*climbing);
1415 deactivated = false;
1418 void Player::walk(float speed)
1420 physic.set_velocity_x(speed);
1424 Player::set_ghost_mode(bool enable)
1426 if (ghost_mode == enable)
1429 if (climbing) stop_climbing(*climbing);
1433 set_group(COLGROUP_DISABLED);
1434 physic.enable_gravity(false);
1435 log_debug << "You feel lightheaded. Use movement controls to float around, press ACTION to scare badguys." << std::endl;
1438 set_group(COLGROUP_MOVING);
1439 physic.enable_gravity(true);
1440 log_debug << "You feel solid again." << std::endl;
1445 Player::set_edit_mode(bool enable)
1451 Player::start_climbing(Climbable& climbable)
1453 if (climbing == &climbable) return;
1455 climbing = &climbable;
1456 physic.enable_gravity(false);
1457 physic.set_velocity(0, 0);
1458 physic.set_acceleration(0, 0);
1462 Player::stop_climbing(Climbable& /*climbable*/)
1464 if (!climbing) return;
1468 if (grabbed_object) {
1469 grabbed_object->ungrab(*this, dir);
1470 grabbed_object = NULL;
1473 physic.enable_gravity(true);
1474 physic.set_velocity(0, 0);
1475 physic.set_acceleration(0, 0);
1477 if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
1478 on_ground_flag = true;
1479 // TODO: This won't help. Why?
1485 Player::handle_input_climbing()
1488 log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
1494 if (controller->hold(Controller::LEFT)) {
1498 if (controller->hold(Controller::RIGHT)) {
1502 if (controller->hold(Controller::UP)) {
1505 if (controller->hold(Controller::DOWN)) {
1508 if (controller->hold(Controller::JUMP)) {
1510 stop_climbing(*climbing);
1516 if (controller->hold(Controller::ACTION)) {
1517 stop_climbing(*climbing);
1520 physic.set_velocity(vx, vy);
1521 physic.set_acceleration(0, 0);