*******************************************************************************/
+#include <iostream>
+
#include "Character.hh"
#include "Log.hh"
current.mass = 1.0;
current.inverseMass = 1.0 / current.mass;
+ // gravity
current.force = Mf::Vector2(0.0, -120.0);
+ // starting position
current.position = Mf::Vector2(64.0, 64.0);
current.momentum = Mf::Vector2(0.0, 0.0);
current.recalculate();
updateContainers();
}
-Character::~Character()
-{
- //delete texture;
- //delete anim;
-}
-
void Character::update(Mf::Scalar t, Mf::Scalar dt)
{
previous = current;
+
+ Mf::Vector2 x = current.position - Mf::Vector2(500.0, 200.0);
+ Mf::Scalar mag = x.length();
+ Mf::Scalar d = 50.0;
+
+ current.force = Mf::Vector2(0.0, -2000.0);
+ //current.force += -15.0 * x - 1.5 * current.velocity;
+ current.force += -20.0 * (mag - d) * (x / mag) - 2.0 * current.velocity;
+ current.force += userForce;
+ current.recalculate();
+ //std::cout << "force: " << current.momentum << std::endl;
+
Mf::integrate<State,Derivative>(current, t, dt);
animation_.update(t, dt);
{
// really just for heroine...
- Mf::Scalar force = 500.0;
+ Mf::Scalar force = 4000.0;
Mf::Vector2 left = Mf::Vector2(-force, 0.0);
Mf::Vector2 right = Mf::Vector2(force, 0.0);
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_a)
{
- current.force += left;
+ userForce += left;
}
else if (event.key.keysym.sym == SDLK_d)
{
- current.force += right;
+ userForce += right;
}
else if (event.key.keysym.sym == SDLK_s)
{
- current.force += down;
+ userForce += down;
}
else if (event.key.keysym.sym == SDLK_w)
{
- current.force += up;
+ userForce += up;
}
break;
case SDL_KEYUP:
if (event.key.keysym.sym == SDLK_a)
{
- current.force -= left;
+ userForce -= left;
}
else if (event.key.keysym.sym == SDLK_d)
{
- current.force -= right;
+ userForce -= right;
}
else if (event.key.keysym.sym == SDLK_s)
{
- current.force -= down;
+ userForce -= down;
}
else if (event.key.keysym.sym == SDLK_w)
{
- current.force -= up;
+ userForce -= up;
}
break;
}
- Mf::logInfo("current force [%f %f]", current.force[0], current.force[1]);
+ //Mf::logInfo("current force [%f %f]", current.force[0], current.force[1]);
+ //std::cerr << "current force: " << current.force << std::endl;
}
glTexCoord2f(coords[6], coords[7]);
glVertex3(state.position[0]-s, state.position[1]+s, z);
glEnd();
+
+ glColor3f(0.0f, 0.0f, 0.0f);
+ Mf::Texture::resetBind();
+
+ glBegin(GL_TRIANGLES);
+ glVertex3(480.0, 190.0, 64.0);
+ glVertex3(520.0, 190.0, 64.0);
+ glVertex3(500.0, 210.0, 64.0);
+ glEnd();
+
+ glColor3f(1.0f, 1.0f, 1.0f);
}