-/*******************************************************************************
-
- Copyright (c) 2009, Charles McGarvey
- All rights reserved.
-
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are met:
-
- * Redistributions of source code must retain the above copyright notice,
- this list of conditions and the following disclaimer.
- * Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
-
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
- FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
- DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
- SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
- CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
- OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-*******************************************************************************/
+/*] Copyright (c) 2009-2010, Charles McGarvey [**************************
+**] All rights reserved.
+*
+* vi:ts=4 sw=4 tw=75
+*
+* Distributable under the terms and conditions of the 2-clause BSD license;
+* see the file COPYING for a complete text of the license.
+*
+**************************************************************************/
#include <iostream>
// spring:
//mState.force += -15.0 * x - 1.5 * mState.velocity;
- force = SCALAR(-10.0) * (mag - d) * (x / mag) - 2.0 * state.velocity;
+ force = SCALAR(-10.0) * (mag - d) * (x / mag);// - SCALAR(2.0) * state.velocity;
return force;
}
// forces
mState.force = Mf::Vector2(0.0, 0.0);
- //mState.forces.push_back(SpringForce(Mf::Vector2(20.0, 4.0)));
+ //mState.forces.push_back(SpringForce(Mf::Vector2(5.0, 4.0)));
mState.forces.push_back(ResistanceForce(2.0));
//mState.forces.push_back(Mf::LinearState<2>::GravityForce(-9.8));
void Character::draw(Mf::Scalar alpha) const
{
- //Mf::Vector2 position = cml::lerp(mPrevState.position, mState.position, alpha);
Mf::State2 state = getState(alpha);
Mf::Vector2 position = state.position;
//glColor3f(1.0f, 1.0f, 1.0f);
tilemap.bind();
- Tilemap::Index frame = animation.getFrame();
+ Mf::Texture::TileIndex frame = animation.getFrame();
+ Mf::Texture::Orientation orientation = Mf::Texture::NORMAL;
- Tilemap::Orientation orientation = Tilemap::NORMAL;
-
- if (mState.velocity[0] < 0.0) orientation = Tilemap::REVERSE;
+ if (mState.velocity[0] < 0.0) orientation = Mf::Texture::REVERSE;
Mf::Scalar coords[8];
tilemap.getTileCoords(frame, coords, orientation);
mState.position = position;
}
-
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
-