#include #include "SDL_gfxPrimitives.h" #include "constants.h" #include "player.h" #include "random.h" #include "animatedimage.h" Player :: Player( int w, int h ) { sWidth = w; sHeight = h; thrustUp = 0.4; thrustDown = 0.6; maxUpSpeed = 4.0; maxDownSpeed = 5.0; explosion = new AnimatedImage( IMAGES_PATH "explosion.bmp", 15 ); init(); } Player :: ~Player() { if ( explosion ) delete explosion; } void Player :: init() { // Set player position pos.x( 50 ); pos.y( sWidth/2 ); pos.h( 2 ); pos.w( 4 ); thrust = 0; crashing = false; crashLineLength = 0; crashed = false; explosion->reset(); allFaded = false; expNextFrame = false; // Reset Trail for ( int i = 0 ; i < TRAILSIZE ; ++i ) { trail[i].x( -1 ); trail[i].y( 0 ); trail[i].w( 2 ); trail[i].h( 2 ); } } void Player :: draw( SDL_Surface *screen ) { if ( !crashing ) { // Draw Player // ellipseRGBA( screen, pos.x(), pos.y(), pos.x()+ pos.width(), pos.y()+pos.height(), 0, 255, 255, 255 ); filledEllipseRGBA( screen, pos.x() + pos.w(), pos.y(), pos.w(), pos.h(), 0, 255, 255, 255 ); // Draw Trail drawTrails( screen ); } else { drawTrails( screen ); if ( !crashed ) explosion->draw( screen, pos.x(), pos.y() ); } } void Player :: drawTrails( SDL_Surface *screen ) { if ( allFaded && crashing ) return; for ( int i = 0 ; i < TRAILSIZE ; ++i ) { if ( trail[i].x() >= 0 ) { // int r = (int) ((255.0/pos.x()) * (trail[i].x)); // int g = (int) ((150.0/pos.x()) * (trail[i].x)); int c = (int)((150.0/50) * (50.0 - (pos.x() - trail[i].x() ) )); // SDL_FillRect( screen, &trail[i], SDL_MapRGBA( screen->format, r, g, 0, 0 ) ); //(int)(1.5*c), 0, 255 ) ); boxRGBA( screen, trail[i].x(), trail[i].y(), trail[i].x() + 2, trail[i].y() + 2, 255, (int)(1.5*c), 0, c ); } } } void Player :: move( bool up ) { // Find enpty trail and move others moveTrails(); if ( up ) thrust -= thrustUp; else thrust += thrustDown; if ( thrust > maxDownSpeed ) thrust = maxDownSpeed; else if ( thrust < -maxUpSpeed ) thrust = -maxUpSpeed; pos.moveBy( 0, (int)(thrust) ); } void Player :: moveTrails() { bool done = false; bool stillVisible = false; // Dont do anything here if all faded when were crashing if ( allFaded && crashing ) return; for ( int i = 0 ; i < TRAILSIZE ; ++i ) { if ( trail[i].x() < 0 ) { stillVisible = true; if ( !crashing && !done ) { trail[i].x( pos.x() - 5 ); trail[i].y( pos.y() ); done = true; } } else trail[i].x( trail[i].x() - 1 ); } if ( !stillVisible ) allFaded = true; } bool Player :: updateCrashing() { crashing = true; moveTrails(); if ( expNextFrame ) { expNextFrame = false; crashed = !explosion->nextFrame(); } else expNextFrame = true; return crashed; } void Player :: setMovementInfo( double up, double down, double maxUp, double maxDown ) { thrustUp = up; thrustDown = down; maxUpSpeed = maxUp; maxDownSpeed = maxDown; }