X-Git-Url: https://git.octo.it/?p=supertux.git;a=blobdiff_plain;f=src%2Fobject%2Fplayer.cpp;h=93c10942c364458c0757927adee26271a872d294;hp=3cc8a3c6160375a33d2118648a4a07f5b70a7d72;hb=8e52a5b000d732e96b1cc461163c4778b434dc27;hpb=3073e1ba349c05076a411f90cc8fa3f6b886eeb5 diff --git a/src/object/player.cpp b/src/object/player.cpp index 3cc8a3c61..93c10942c 100644 --- a/src/object/player.cpp +++ b/src/object/player.cpp @@ -19,7 +19,7 @@ #include "audio/sound_manager.hpp" #include "badguy/badguy.hpp" -#include "control/joystickkeyboardcontroller.hpp" +#include "control/input_manager.hpp" #include "math/random_generator.hpp" #include "object/bullet.hpp" #include "object/camera.hpp" @@ -40,9 +40,10 @@ //#define SWIMMING namespace { -static const int TILES_FOR_BUTTJUMP = 3; static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f; static const float SHOOTING_TIME = .150f; +static const float GLIDE_TIME_PER_FLOWER = 0.5f; +static const float STONE_TIME_PER_FLOWER = 2.0f; /** number of idle stages, including standing */ static const unsigned int IDLE_STAGE_COUNT = 5; @@ -63,7 +64,7 @@ static const std::string IDLE_STAGES[] = /** acceleration in horizontal direction when walking * (all accelerations are in pixel/s^2) */ static const float WALK_ACCELERATION_X = 300; -/** acceleration in horizontal direction when running */ +/** acceleration in horizontal direction when running */ static const float RUN_ACCELERATION_X = 400; /** acceleration when skidding */ static const float SKID_XM = 200; @@ -73,10 +74,14 @@ static const float SKID_TIME = .3f; static const float MAX_WALK_XM = 230; /** maximum run velocity (pixel/s) */ static const float MAX_RUN_XM = 320; +/** bonus run velocity addition (pixel/s) */ +static const float BONUS_RUN_XM = 80; /** maximum horizontal climb velocity */ -static const float MAX_CLIMB_XM = 48; +static const float MAX_CLIMB_XM = 96; /** maximum vertical climb velocity */ static const float MAX_CLIMB_YM = 128; +/** maximum vertical glide velocity */ +static const float MAX_GLIDE_YM = 128; /** instant velocity when tux starts to walk */ static const float WALK_SPEED = 100; @@ -88,8 +93,6 @@ static const float ICE_ACCELERATION_MULTIPLIER = 0.25f; /** time of the kick (kicking mriceblock) animation */ static const float KICK_TIME = .3f; -/** time of tux cheering (currently unused) */ -static const float CHEER_TIME = 1.0f; /** if Tux cannot unduck for this long, he will get hurt */ static const float UNDUCK_HURT_TIME = 0.25f; @@ -99,27 +102,39 @@ static const float JUMP_EARLY_APEX_FACTOR = 3.0; 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) */ +/* Tux's collision rectangle */ +static const float TUX_WIDTH = 31.8f; +static const float RUNNING_TUX_WIDTH = 34; +static const float SMALL_TUX_HEIGHT = 30.8f; +static const float BIG_TUX_HEIGHT = 62.8f; +static const float DUCKED_TUX_HEIGHT = 31.8f; + bool no_water = true; } -Player::Player(PlayerStatus* _player_status, const std::string& name) : +Player::Player(PlayerStatus* _player_status, const std::string& name_) : deactivated(), controller(), - scripting_controller(0), - player_status(_player_status), + scripting_controller(), + player_status(_player_status), duck(), dead(), dying(), + winning(), backflipping(), backflip_direction(), peekingX(), peekingY(), + ability_time(), + stone(), swimming(), speedlimit(), scripting_controller_old(0), jump_early_apex(), on_ice(), ice_this_frame(), + lightsprite(SpriteManager::current()->create("images/creatures/tux/light.sprite")), + powersprite(SpriteManager::current()->create("images/creatures/tux/powerups.sprite")), dir(), old_dir(), last_ground_y(), @@ -127,7 +142,7 @@ Player::Player(PlayerStatus* _player_status, const std::string& name) : on_ground_flag(), jumping(), can_jump(), - jump_button_timer(), + jump_button_timer(), wants_buttjump(), does_buttjump(), invincible_timer(), @@ -135,37 +150,42 @@ Player::Player(PlayerStatus* _player_status, const std::string& name) : safe_timer(), kick_timer(), shooting_timer(), + ability_timer(), + cooldown_timer(), dying_timer(), growing(), backflip_timer(), physic(), visible(), - grabbed_object(NULL), + grabbed_object(NULL), sprite(), airarrow(), floor_normal(), - ghost_mode(false), - edit_mode(false), + ghost_mode(false), + edit_mode(false), unduck_hurt_timer(), idle_timer(), idle_stage(0), climbing(0) { - this->name = name; - controller = g_main_controller; + this->name = name_; + controller = InputManager::current()->get_controller(); scripting_controller.reset(new CodeController()); - sprite = sprite_manager->create("images/creatures/tux/tux.sprite"); + // if/when we have complete penny gfx, we can + // load those instead of Tux's sprite in the + // constructor + sprite = SpriteManager::current()->create("images/creatures/tux/tux.sprite"); airarrow = Surface::create("images/engine/hud/airarrow.png"); idle_timer.start(IDLE_TIME[0]/1000.0f); - sound_manager->preload("sounds/bigjump.wav"); - sound_manager->preload("sounds/jump.wav"); - sound_manager->preload("sounds/hurt.wav"); - sound_manager->preload("sounds/kill.wav"); - sound_manager->preload("sounds/skid.wav"); - sound_manager->preload("sounds/flip.wav"); - sound_manager->preload("sounds/invincible_start.ogg"); - sound_manager->preload("sounds/splash.ogg"); + SoundManager::current()->preload("sounds/bigjump.wav"); + SoundManager::current()->preload("sounds/jump.wav"); + SoundManager::current()->preload("sounds/hurt.wav"); + SoundManager::current()->preload("sounds/kill.wav"); + SoundManager::current()->preload("sounds/skid.wav"); + SoundManager::current()->preload("sounds/flip.wav"); + SoundManager::current()->preload("sounds/invincible_start.ogg"); + SoundManager::current()->preload("sounds/splash.wav"); init(); } @@ -179,9 +199,9 @@ void Player::init() { if(is_big()) - set_size(31.8f, 62.8f); + set_size(TUX_WIDTH, BIG_TUX_HEIGHT); else - set_size(31.8f, 30.8f); + set_size(TUX_WIDTH, SMALL_TUX_HEIGHT); dir = RIGHT; old_dir = dir; @@ -189,6 +209,7 @@ Player::init() dead = false; dying = false; + winning = false; peekingX = AUTO; peekingY = AUTO; last_ground_y = 0; @@ -202,11 +223,17 @@ Player::init() deactivated = false; backflipping = false; backflip_direction = 0; + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); visible = true; + ability_time = 0; + stone = false; swimming = false; on_ice = false; ice_this_frame = false; speedlimit = 0; //no special limit + lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE)); on_ground_flag = false; grabbed_object = NULL; @@ -247,12 +274,21 @@ Player::set_speedlimit(float newlimit) } void -Player::set_controller(Controller* controller) +Player::set_controller(Controller* controller_) +{ + this->controller = controller_; +} + +void +Player::set_winning() { - this->controller = controller; + if( ! is_winning() ){ + winning = true; + invincible_timer.start(10000.0f); + } } -void +void Player::use_scripting_controller(bool use_or_release) { if ((use_or_release == true) && (controller != scripting_controller.get())) { @@ -265,7 +301,7 @@ Player::use_scripting_controller(bool use_or_release) } } -void +void Player::do_scripting_controller(std::string control, bool pressed) { for(int i = 0; Controller::controlNames[i] != 0; ++i) { @@ -282,6 +318,7 @@ Player::adjust_height(float new_height) bbox2.move(Vector(0, bbox.get_height() - new_height)); bbox2.set_height(new_height); + if(new_height > bbox.get_height()) { Rectf additional_space = bbox2; additional_space.set_height(new_height - bbox.get_height()); @@ -300,6 +337,11 @@ void Player::trigger_sequence(std::string sequence_name) { if (climbing) stop_climbing(*climbing); + backflipping = false; + backflip_direction = 0; + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); GameSession::current()->start_sequence(sequence_name); } @@ -312,6 +354,7 @@ Player::update(float elapsed_time) no_water = true; if(dying && dying_timer.check()) { + set_bonus(NO_BONUS, true); dead = true; return; } @@ -319,20 +362,22 @@ Player::update(float elapsed_time) if(!dying && !deactivated) handle_input(); + /* // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves if (deactivated) - apply_friction(); + apply_friction(); + */ // extend/shrink tux collision rectangle so that we fall through/walk over 1 // tile holes if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) { - set_width(34); + set_width(RUNNING_TUX_WIDTH); } else { - set_width(31.8f); + set_width(TUX_WIDTH); } // on downward slopes, adjust vertical velocity so tux walks smoothly down - if (on_ground()) { + if (on_ground() && !dying) { if(floor_normal.y != 0) { if ((floor_normal.x * physic.get_velocity_x()) >= 0) { physic.set_velocity_y(250); @@ -341,10 +386,17 @@ Player::update(float elapsed_time) } // handle backflipping - if (backflipping) { + if (backflipping && !dying) { //prevent player from changing direction when backflipping dir = (backflip_direction == 1) ? LEFT : RIGHT; if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction); + //rotate sprite during flip + sprite->set_angle(sprite->get_angle() + (dir==LEFT?1:-1) * elapsed_time * (360.0f / 0.5f)); + if (player_status->bonus == EARTH_BONUS || player_status->bonus == AIR_BONUS) { + powersprite->set_angle(sprite->get_angle()); + if (player_status->bonus == EARTH_BONUS) + lightsprite->set_angle(sprite->get_angle()); + } } // set fall mode... @@ -361,14 +413,22 @@ Player::update(float elapsed_time) // check if we landed if(on_ground()) { jumping = false; - if (backflipping && (!backflip_timer.started())) { + if (backflipping && (backflip_timer.get_timegone() > 0.15f)) { backflipping = false; backflip_direction = 0; + physic.set_velocity_x(0); + if (!stone) { + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); + } // if controls are currently deactivated, we take care of standing up ourselves if (deactivated) do_standup(); } + if (player_status->bonus == AIR_BONUS) + ability_time = player_status->max_air_time * GLIDE_TIME_PER_FLOWER; } // calculate movement for this frame @@ -392,19 +452,21 @@ Player::update(float elapsed_time) // when invincible, spawn particles if (invincible_timer.started()) { - if (systemRandom.rand(0, 2) == 0) { - float px = systemRandom.randf(bbox.p1.x+0, bbox.p2.x-0); - float py = systemRandom.randf(bbox.p1.y+0, bbox.p2.y-0); + if (graphicsRandom.rand(0, 2) == 0) { + float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0); + float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0); Vector ppos = Vector(px, py); Vector pspeed = Vector(0, 0); Vector paccel = Vector(0, 0); - Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", - // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end - (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ? - // make every other a longer sparkle to make trail a bit fuzzy - (size_t(game_time*20)%2) ? "small" : "medium" - : - "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5)); + Sector::current()->add_object(std::make_shared( + "images/objects/particles/sparkle.sprite", + // draw bright sparkle when there is lots of time left, + // dark sparkle when invincibility is about to end + (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ? + // make every other a longer sparkle to make trail a bit fuzzy + (size_t(game_time*20)%2) ? "small" : "medium" + : + "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5)); } } @@ -412,6 +474,14 @@ Player::update(float elapsed_time) if (sprite->animation_done()) growing = false; } + // when climbing animate only while moving + if(climbing){ + if((physic.get_velocity_x()==0)&&(physic.get_velocity_y()==0)) + sprite->stop_animation(); + else + sprite->set_animation_loops(-1); + } + } bool @@ -467,9 +537,8 @@ Player::handle_horizontal_input() } } - // do not run if action key is pressed or we're holding something - // so tux can only walk while shooting - if ( controller->hold(Controller::ACTION) || grabbed_object ) { + // do not run if we're holding something which slows us down + if ( grabbed_object && grabbed_object->is_hampering() ) { ax = dirsign * WALK_ACCELERATION_X; // limit speed if(vx >= MAX_WALK_XM && dirsign > 0) { @@ -486,11 +555,11 @@ Player::handle_horizontal_input() ax = dirsign * RUN_ACCELERATION_X; } // limit speed - if(vx >= MAX_RUN_XM && dirsign > 0) { - vx = MAX_RUN_XM; + if(vx >= MAX_RUN_XM + BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0) && dirsign > 0) { + vx = MAX_RUN_XM + BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0); ax = 0; - } else if(vx <= -MAX_RUN_XM && dirsign < 0) { - vx = -MAX_RUN_XM; + } else if(vx <= -MAX_RUN_XM - BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0) && dirsign < 0) { + vx = -MAX_RUN_XM - BONUS_RUN_XM *((player_status->bonus == AIR_BONUS) ? 1 : 0); ax = 0; } } @@ -511,14 +580,13 @@ Player::handle_horizontal_input() // let's skid! if(fabs(vx)>SKID_XM && !skidding_timer.started()) { skidding_timer.start(SKID_TIME); - sound_manager->play("sounds/skid.wav"); + SoundManager::current()->play("sounds/skid.wav"); // dust some particles Sector::current()->add_object( - new Particles( - Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y), - dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20, - Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f, - LAYER_OBJECTS+1)); + std::make_shared( + Vector(dir == LEFT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y), + dir == LEFT ? 50 : -70, dir == LEFT ? 70 : -50, 260, 280, + Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1)); ax *= 2.5; } else { @@ -562,7 +630,7 @@ Player::do_duck() { if (does_buttjump) return; - if (adjust_height(31.8f)) { + if (adjust_height(DUCKED_TUX_HEIGHT)) { duck = true; growing = false; unduck_hurt_timer.stop(); @@ -579,8 +647,10 @@ Player::do_standup() { return; if (backflipping) return; + if (stone) + return; - if (adjust_height(63.8f)) { + if (adjust_height(BIG_TUX_HEIGHT)) { duck = false; unduck_hurt_timer.stop(); } else { @@ -604,9 +674,9 @@ Player::do_backflip() { backflip_direction = (dir == LEFT)?(+1):(-1); backflipping = true; - do_jump(-580); - sound_manager->play("sounds/flip.wav"); - backflip_timer.start(0.15f); + do_jump((player_status->bonus == AIR_BONUS) ? -720 : -580); + SoundManager::current()->play("sounds/flip.wav"); + backflip_timer.start(TUX_BACKFLIP_TIME); } void @@ -622,14 +692,14 @@ Player::do_jump(float yspeed) { // play sound if (is_big()) { - sound_manager->play("sounds/bigjump.wav"); + SoundManager::current()->play("sounds/bigjump.wav"); } else { - sound_manager->play("sounds/jump.wav"); + SoundManager::current()->play("sounds/jump.wav"); } } void -Player::early_jump_apex() +Player::early_jump_apex() { if (!jump_early_apex) { @@ -657,27 +727,51 @@ Player::handle_vertical_input() jump_button_timer.stop(); if (duck) { // when running, only jump a little bit; else do a backflip - if ((physic.get_velocity_x() != 0) || - (controller->hold(Controller::LEFT)) || - (controller->hold(Controller::RIGHT))) + if ((physic.get_velocity_x() != 0) || + (controller->hold(Controller::LEFT)) || + (controller->hold(Controller::RIGHT))) { do_jump(-300); } - else + else { do_backflip(); } } else { + // airflower allows for higher jumps- // jump a bit higher if we are running; else do a normal jump - if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520); + if(player_status->bonus == AIR_BONUS) + do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -620 : -580); + else + do_jump((fabs(physic.get_velocity_x()) > MAX_WALK_XM) ? -580 : -520); } - } + // airflower glide only when holding jump key + } else if (controller->hold(Controller::JUMP) && player_status->bonus == AIR_BONUS && physic.get_velocity_y() > MAX_GLIDE_YM) { + if (ability_time > 0 && !ability_timer.started()) + ability_timer.start(ability_time); + else if (ability_timer.started()) { + // glide stops after some duration or if buttjump is initiated + if ((ability_timer.get_timeleft() <= 0.05f) || controller->hold(Controller::DOWN)) { + ability_time = 0; + ability_timer.stop(); + } else { + physic.set_velocity_y(MAX_GLIDE_YM); + physic.set_acceleration_y(0); + } + } + } + + // Let go of jump key else if(!controller->hold(Controller::JUMP)) { if (!backflipping && jumping && physic.get_velocity_y() < 0) { jumping = false; early_jump_apex(); } + if (player_status->bonus == AIR_BONUS && ability_timer.started()){ + ability_time = ability_timer.get_timeleft(); + ability_timer.stop(); + } } if(jump_early_apex && physic.get_velocity_y() >= 0) { @@ -742,27 +836,65 @@ Player::handle_input() } /* Handle horizontal movement: */ - if (!backflipping) handle_horizontal_input(); + if (!backflipping && !stone) handle_horizontal_input(); /* Jump/jumping? */ if (on_ground()) can_jump = true; /* Handle vertical movement: */ - handle_vertical_input(); + if (!stone) handle_vertical_input(); /* Shoot! */ if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) { - if(Sector::current()->add_bullet( - get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) - : Vector(32, bbox.get_height()/2)), - player_status, - physic.get_velocity_x(), dir)) + if((player_status->bonus == FIRE_BONUS && + Sector::current()->get_active_bullets() < player_status->max_fire_bullets) || + (player_status->bonus == ICE_BONUS && + Sector::current()->get_active_bullets() < player_status->max_ice_bullets)) + { + Vector pos = get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) : Vector(32, bbox.get_height()/2)); + auto new_bullet = std::make_shared(pos, physic.get_velocity_x(), dir, player_status->bonus); + Sector::current()->add_object(new_bullet); + + SoundManager::current()->play("sounds/shoot.wav"); shooting_timer.start(SHOOTING_TIME); + } + } + + /* Turn to Stone */ + if (controller->pressed(Controller::DOWN) && player_status->bonus == EARTH_BONUS && !cooldown_timer.started()) { + if (controller->hold(Controller::ACTION) && !ability_timer.started()) { + ability_timer.start(player_status->max_earth_time * STONE_TIME_PER_FLOWER); + powersprite->stop_animation(); + stone = true; + physic.set_gravity_modifier(1.0f); // Undo jump_early_apex + } + } + + if (stone) + apply_friction(); + + /* Revert from Stone */ + if (stone && (!controller->hold(Controller::ACTION) || ability_timer.get_timeleft() <= 0.5f)) { + cooldown_timer.start(ability_timer.get_timegone()/2.0f); //The longer stone form is used, the longer until it can be used again + ability_timer.stop(); + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); + stone = false; + for (int i = 0; i < 8; i++) + { + Vector ppos = Vector(get_bbox().get_left() + 8 + 16*((int)i/4), get_bbox().get_top() + 16*(i%4)); + float grey = graphicsRandom.randf(.4f, .8f); + Color pcolor = Color(grey, grey, grey); + Sector::current()->add_object(std::make_shared(ppos, -60, 240, 42, 81, Vector(0, 500), + 8, pcolor, 4 + graphicsRandom.randf(-0.4, 0.4), + 0.8 + graphicsRandom.randf(0, 0.4), LAYER_OBJECTS+2)); + } } /* Duck or Standup! */ - if (controller->hold(Controller::DOWN)) { + if (controller->hold(Controller::DOWN) && !stone) { do_duck(); } else { do_standup(); @@ -776,18 +908,18 @@ Player::handle_input() if(moving_object) { // move the grabbed object a bit away from tux Rectf grabbed_bbox = moving_object->get_bbox(); - Rectf dest; - dest.p2.y = bbox.get_top() + bbox.get_height()*0.66666; - dest.p1.y = dest.p2.y - grabbed_bbox.get_height(); + Rectf dest_; + dest_.p2.y = bbox.get_top() + bbox.get_height()*0.66666; + dest_.p1.y = dest_.p2.y - grabbed_bbox.get_height(); if(dir == LEFT) { - dest.p2.x = bbox.get_left() - 1; - dest.p1.x = dest.p2.x - grabbed_bbox.get_width(); + dest_.p2.x = bbox.get_left() - 1; + dest_.p1.x = dest_.p2.x - grabbed_bbox.get_width(); } else { - dest.p1.x = bbox.get_right() + 1; - dest.p2.x = dest.p1.x + grabbed_bbox.get_width(); + dest_.p1.x = bbox.get_right() + 1; + dest_.p2.x = dest_.p1.x + grabbed_bbox.get_width(); } - if(Sector::current()->is_free_of_movingstatics(dest)) { - moving_object->set_pos(dest.p1); + if(Sector::current()->is_free_of_tiles(dest_, true)) { + moving_object->set_pos(dest_.p1); if(controller->hold(Controller::UP)) { grabbed_object->ungrab(*this, UP); } else { @@ -799,6 +931,15 @@ Player::handle_input() log_debug << "Non MovingObject grabbed?!?" << std::endl; } } + + /* stop backflipping at will */ + if( backflipping && ( !controller->hold(Controller::JUMP) && !backflip_timer.started()) ){ + backflipping = false; + backflip_direction = 0; + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); + } } void @@ -841,8 +982,6 @@ Player::try_grab() // make sure the Portable is a MovingObject MovingObject* moving_object = dynamic_cast (portable); assert(moving_object); - if(moving_object == NULL) - continue; // make sure the Portable isn't currently non-solid if(moving_object->get_group() == COLGROUP_DISABLED) continue; @@ -907,6 +1046,10 @@ Player::add_bonus(const std::string& bonustype) type = FIRE_BONUS; } else if(bonustype == "iceflower") { type = ICE_BONUS; + } else if(bonustype == "airflower") { + type = AIR_BONUS; + } else if(bonustype == "earthflower") { + type = EARTH_BONUS; } else if(bonustype == "none") { type = NO_BONUS; } else { @@ -928,11 +1071,7 @@ Player::add_bonus(BonusType type, bool animate) // ignore GROWUP_BONUS if we're already big if (type == GROWUP_BONUS) { - if (player_status->bonus == GROWUP_BONUS) - return true; - if (player_status->bonus == FIRE_BONUS) - return true; - if (player_status->bonus == ICE_BONUS) + if (player_status->bonus != NO_BONUS) return true; } @@ -942,9 +1081,9 @@ Player::add_bonus(BonusType type, bool animate) bool Player::set_bonus(BonusType type, bool animate) { - if(player_status->bonus == NO_BONUS) { - if (!adjust_height(62.8f)) { - printf("can't adjust\n"); + if((player_status->bonus == NO_BONUS) && (type != NO_BONUS)) { + if (!adjust_height(BIG_TUX_HEIGHT)) { + log_debug << "Can't adjust Tux height" << std::endl; return false; } if(animate) { @@ -965,7 +1104,7 @@ Player::set_bonus(BonusType type, bool animate) Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300); Vector paccel = Vector(0, 1000); std::string action = (dir==LEFT)?"left":"right"; - Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); + Sector::current()->add_object(std::make_shared("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); if (climbing) stop_climbing(*climbing); } if ((player_status->bonus == ICE_BONUS) && (animate)) { @@ -974,24 +1113,46 @@ Player::set_bonus(BonusType type, bool animate) Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300); Vector paccel = Vector(0, 1000); std::string action = (dir==LEFT)?"left":"right"; - Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); + Sector::current()->add_object(std::make_shared("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); + if (climbing) stop_climbing(*climbing); + } + if ((player_status->bonus == AIR_BONUS) && (animate)) { + // visually lose hat + Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y); + Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300); + Vector paccel = Vector(0, 1000); + std::string action = (dir==LEFT)?"left":"right"; + Sector::current()->add_object(std::make_shared("images/objects/particles/airtux-hat.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); + if (climbing) stop_climbing(*climbing); + } + if ((player_status->bonus == EARTH_BONUS) && (animate)) { + // visually lose hard-hat + Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y); + Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300); + Vector paccel = Vector(0, 1000); + std::string action = (dir==LEFT)?"left":"right"; + Sector::current()->add_object(std::make_shared("images/objects/particles/earthtux-hardhat.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1)); if (climbing) stop_climbing(*climbing); } player_status->max_fire_bullets = 0; player_status->max_ice_bullets = 0; + player_status->max_air_time = 0; + player_status->max_earth_time = 0; } if (type == FIRE_BONUS) player_status->max_fire_bullets++; if (type == ICE_BONUS) player_status->max_ice_bullets++; + if (type == AIR_BONUS) player_status->max_air_time++; + if (type == EARTH_BONUS) player_status->max_earth_time++; player_status->bonus = type; return true; } void -Player::set_visible(bool visible) +Player::set_visible(bool visible_) { - this->visible = visible; - if( visible ) + this->visible = visible_; + if( visible_ ) set_group(COLGROUP_MOVING); else set_group(COLGROUP_DISABLED); @@ -1032,6 +1193,10 @@ Player::draw(DrawingContext& context) sa_prefix = "fire"; else if (player_status->bonus == ICE_BONUS) sa_prefix = "ice"; + else if (player_status->bonus == AIR_BONUS) + sa_prefix = "air"; + else if (player_status->bonus == EARTH_BONUS) + sa_prefix = "earth"; else sa_prefix = "small"; @@ -1050,8 +1215,11 @@ Player::draw(DrawingContext& context) // do_duck() will take care of cancelling growing manually // update() will take care of cancelling when growing completed } + else if (stone) { + sprite->set_action(sprite->get_action()+"-stone"); + } else if (climbing) { - sprite->set_action(sa_prefix+"-skid"+sa_postfix); + sprite->set_action(sa_prefix+"-climbing"+sa_postfix); } else if (backflipping) { sprite->set_action(sa_prefix+"-backflip"+sa_postfix); @@ -1068,8 +1236,10 @@ Player::draw(DrawingContext& context) else if ((wants_buttjump || does_buttjump) && is_big()) { sprite->set_action(sa_prefix+"-buttjump"+sa_postfix); } - else if (!on_ground()) { - sprite->set_action(sa_prefix+"-jump"+sa_postfix); + else if (!on_ground() || fall_mode != ON_GROUND) { + if(physic.get_velocity_x() != 0 || fall_mode != ON_GROUND) { + sprite->set_action(sa_prefix+"-jump"+sa_postfix); + } } else { if (fabsf(physic.get_velocity_x()) < 1.0f) { @@ -1101,6 +1271,13 @@ Player::draw(DrawingContext& context) } } + /* Set Tux powerup sprite action */ + if (player_status->bonus == EARTH_BONUS) { + powersprite->set_action(sprite->get_action()); + lightsprite->set_action(sprite->get_action()); + } else if (player_status->bonus == AIR_BONUS) + powersprite->set_action(sprite->get_action()); + /* // Tux is holding something if ((grabbed_object != 0 && physic.get_velocity_y() == 0) || @@ -1114,8 +1291,35 @@ Player::draw(DrawingContext& context) /* Draw Tux */ if (safe_timer.started() && size_t(game_time*40)%2) ; // don't draw Tux + else if (player_status->bonus == EARTH_BONUS){ // draw special effects with earthflower bonus + // shake at end of maximum stone duration + Vector shake_delta = (stone && ability_timer.get_timeleft() < 1.0f) ? Vector(graphicsRandom.rand(-3,3), 0) : Vector(0,0); + sprite->draw(context, get_pos() + shake_delta, LAYER_OBJECTS + 1); + // draw hardhat + powersprite->draw(context, get_pos() + shake_delta, LAYER_OBJECTS + 1); + // light + context.push_target(); + context.set_target(DrawingContext::LIGHTMAP); + lightsprite->draw(context, get_pos(), 0); + context.pop_target(); + // give an indicator that stone form cannot be used for a while + if (cooldown_timer.started() && graphicsRandom.rand(0, 4) == 0) { + float px = graphicsRandom.randf(bbox.p1.x, bbox.p2.x); + float py = bbox.p2.y+8; + Vector ppos = Vector(px, py); + Sector::current()->add_object(std::make_shared( + "images/objects/particles/sparkle.sprite", "dark", + ppos, ANCHOR_MIDDLE, Vector(0, 0), Vector(0, 0), LAYER_OBJECTS+1+5)); + } + } else { - sprite->draw(context, get_pos(), LAYER_OBJECTS + 1); + if(dying) + sprite->draw(context, get_pos(), Sector::current()->get_foremost_layer() + 1); + else + sprite->draw(context, get_pos(), LAYER_OBJECTS + 1); + + if (player_status->bonus == AIR_BONUS) + powersprite->draw(context, get_pos(), LAYER_OBJECTS + 1); } } @@ -1137,7 +1341,7 @@ Player::collision_tile(uint32_t tile_attributes) if( tile_attributes & Tile::WATER ){ swimming = true; no_water = false; - sound_manager->play( "sounds/splash.ogg" ); + SoundManager::current()->play( "sounds/splash.wav" ); } } #endif @@ -1158,21 +1362,19 @@ Player::collision_solid(const CollisionHit& hit) on_ground_flag = true; floor_normal = hit.slope_normal; - // Butt Jump landed + // Butt Jump landed if (does_buttjump) { does_buttjump = false; physic.set_velocity_y(-300); on_ground_flag = false; - Sector::current()->add_object(new Particles( + Sector::current()->add_object(std::make_shared( Vector(get_bbox().p2.x, get_bbox().p2.y), - 270+20, 270+40, - Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f, - LAYER_OBJECTS+1)); - Sector::current()->add_object(new Particles( + 50, 70, 260, 280, Vector(0, 300), 3, + Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1)); + Sector::current()->add_object(std::make_shared( Vector(get_bbox().p1.x, get_bbox().p2.y), - 90-40, 90-20, - Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f, - LAYER_OBJECTS+1)); + -70, -50, 260, 280, Vector(0, 300), 3, + Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1)); Sector::current()->camera->shake(.1f, 0, 5); } @@ -1203,6 +1405,11 @@ Player::collision(GameObject& other, const CollisionHit& hit) return FORCE_MOVE; } + Player* player = dynamic_cast (&other); + if(player) { + return ABORT_MOVE; + } + if(hit.left || hit.right) { try_grab(); //grab objects right now, in update it will be too late } @@ -1222,6 +1429,8 @@ Player::collision(GameObject& other, const CollisionHit& hit) if(badguy != NULL) { if(safe_timer.started() || invincible_timer.started()) return FORCE_MOVE; + if(stone) + return ABORT_MOVE; return CONTINUE; } @@ -1232,7 +1441,7 @@ Player::collision(GameObject& other, const CollisionHit& hit) void Player::make_invincible() { - sound_manager->play("sounds/invincible_start.ogg"); + SoundManager::current()->play("sounds/invincible_start.ogg"); invincible_timer.start(TUX_INVINCIBLE_TIME); Sector::current()->play_music(HERRING_MUSIC); } @@ -1241,10 +1450,10 @@ Player::make_invincible() void Player::kill(bool completely) { - if(dying || deactivated) + if(dying || deactivated || is_winning() ) return; - if(!completely && (safe_timer.started() || invincible_timer.started())) + if(!completely && (safe_timer.started() || invincible_timer.started() || stone)) return; growing = false; @@ -1253,26 +1462,35 @@ Player::kill(bool completely) physic.set_velocity_x(0); + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); + if(!completely && is_big()) { - sound_manager->play("sounds/hurt.wav"); + SoundManager::current()->play("sounds/hurt.wav"); if(player_status->bonus == FIRE_BONUS - || player_status->bonus == ICE_BONUS) { + || player_status->bonus == ICE_BONUS + || player_status->bonus == AIR_BONUS + || player_status->bonus == EARTH_BONUS) { safe_timer.start(TUX_SAFE_TIME); set_bonus(GROWUP_BONUS, true); } else if(player_status->bonus == GROWUP_BONUS) { safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */); - adjust_height(30.8f); + adjust_height(SMALL_TUX_HEIGHT); duck = false; backflipping = false; + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); set_bonus(NO_BONUS, true); } else if(player_status->bonus == NO_BONUS) { safe_timer.start(TUX_SAFE_TIME); - adjust_height(30.8f); + adjust_height(SMALL_TUX_HEIGHT); duck = false; } } else { - sound_manager->play("sounds/kill.wav"); + SoundManager::current()->play("sounds/kill.wav"); // do not die when in edit mode if (edit_mode) { @@ -1285,9 +1503,9 @@ Player::kill(bool completely) for (int i = 0; i < 5; i++) { // the numbers: starting x, starting y, velocity y - Sector::current()->add_object(new FallingCoin(get_pos() + - Vector(systemRandom.rand(5), systemRandom.rand(-32,18)), - systemRandom.rand(-100,100))); + Sector::current()->add_object(std::make_shared(get_pos() + + Vector(graphicsRandom.rand(5), graphicsRandom.rand(-32,18)), + graphicsRandom.rand(-100,100))); } player_status->coins -= std::max(player_status->coins/10, 25); } @@ -1306,8 +1524,9 @@ Player::kill(bool completely) dying_timer.start(3.0); set_group(COLGROUP_DISABLED); + // TODO: need nice way to handle players dying in co-op mode Sector::current()->effect->fade_out(3.0); - sound_manager->stop_music(3.0); + SoundManager::current()->pause_music(3.0); } } @@ -1316,13 +1535,16 @@ Player::move(const Vector& vector) { set_pos(vector); - // TODO: do we need the following? Seems irrelevant to moving the player + // Reset size to get correct hitbox if Tux was eg. ducked before moving if(is_big()) - set_size(31.8f, 63.8f); + set_size(TUX_WIDTH, BIG_TUX_HEIGHT); else - set_size(31.8f, 31.8f); + set_size(TUX_WIDTH, SMALL_TUX_HEIGHT); duck = false; backflipping = false; + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); last_ground_y = vector.y; if (climbing) stop_climbing(*climbing); @@ -1330,7 +1552,7 @@ Player::move(const Vector& vector) } void -Player::check_bounds(Camera* camera) +Player::check_bounds() { /* Keep tux in sector bounds: */ if (get_pos().x < 0) { @@ -1350,17 +1572,6 @@ Player::check_bounds(Camera* camera) kill(true); return; } - - // can happen if back scrolling is disabled - if(get_pos().x < camera->get_translation().x) { - set_pos(Vector(camera->get_translation().x, get_pos().y)); - } - if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width()) - { - set_pos(Vector( - camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(), - get_pos().y)); - } } void @@ -1382,7 +1593,7 @@ Player::add_velocity(const Vector& velocity, const Vector& end_speed) physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y)); } -Vector +Vector Player::get_velocity() { return physic.get_velocity(); @@ -1391,10 +1602,12 @@ Player::get_velocity() void Player::bounce(BadGuy& ) { - if(controller->hold(Controller::JUMP)) - physic.set_velocity_y(-520); - else - physic.set_velocity_y(-300); + if(!(player_status->bonus == AIR_BONUS)) + physic.set_velocity_y(controller->hold(Controller::JUMP) ? -520 : -300); + else { + physic.set_velocity_y(controller->hold(Controller::JUMP) ? -580 : -340); + ability_time = player_status->max_air_time * GLIDE_TIME_PER_FLOWER; + } } //scripting Functions Below @@ -1425,6 +1638,11 @@ void Player::walk(float speed) physic.set_velocity_x(speed); } +void Player::set_dir(bool right) +{ + dir = right ? RIGHT : LEFT; +} + void Player::set_ghost_mode(bool enable) { @@ -1452,25 +1670,32 @@ Player::set_edit_mode(bool enable) edit_mode = enable; } -void +void Player::start_climbing(Climbable& climbable) { - if (climbing == &climbable) return; + if (climbing || !&climbable) return; climbing = &climbable; physic.enable_gravity(false); physic.set_velocity(0, 0); physic.set_acceleration(0, 0); + if (backflipping) { + backflipping = false; + backflip_direction = 0; + sprite->set_angle(0.0f); + powersprite->set_angle(0.0f); + lightsprite->set_angle(0.0f); + } } -void +void Player::stop_climbing(Climbable& /*climbable*/) { if (!climbing) return; climbing = 0; - if (grabbed_object) { + if (grabbed_object) { grabbed_object->ungrab(*this, dir); grabbed_object = NULL; } @@ -1514,7 +1739,7 @@ Player::handle_input_climbing() if (can_jump) { stop_climbing(*climbing); return; - } + } } else { can_jump = true; }