*******************************************************************************/
+#include <iostream>
+
#include "Character.hh"
+#include "Log.hh"
Character::Character(const std::string& name) :
- tilemap(name),
- animation(name) {}
+ tilemap_(name),
+ animation_(name)
+{
+ 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();
+
+ previous = current;
+
+ updateContainers();
+}
+
+
+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);
-Character::~Character()
+ updateContainers();
+}
+
+void Character::updateContainers()
{
- //delete texture;
- //delete anim;
+ aabb_.init(Mf::Vector3(current.position[0]-16.0, current.position[1]-16.0, z),
+ Mf::Vector3(current.position[0]+16.0, current.position[1]+16.0, z));
+ sphere_.point = Mf::Vector3(current.position[0], current.position[1], z);
+ sphere_.radius = (aabb_.min - sphere_.point).length();
}
+void Character::handleEvent(const Mf::Event& event)
+{
+ // really just for heroine...
+
+ Mf::Scalar force = 4000.0;
+
+ Mf::Vector2 left = Mf::Vector2(-force, 0.0);
+ Mf::Vector2 right = Mf::Vector2(force, 0.0);
+ Mf::Vector2 down = Mf::Vector2(0.0, -force);
+ Mf::Vector2 up = Mf::Vector2(0.0, force);
+
+ switch (event.type)
+ {
+ case SDL_KEYDOWN:
+ if (event.key.keysym.sym == SDLK_a)
+ {
+ userForce += left;
+ }
+ else if (event.key.keysym.sym == SDLK_d)
+ {
+ userForce += right;
+ }
+ else if (event.key.keysym.sym == SDLK_s)
+ {
+ userForce += down;
+ }
+ else if (event.key.keysym.sym == SDLK_w)
+ {
+ userForce += up;
+ }
+ break;
+
+ case SDL_KEYUP:
+ if (event.key.keysym.sym == SDLK_a)
+ {
+ userForce -= left;
+ }
+ else if (event.key.keysym.sym == SDLK_d)
+ {
+ userForce -= right;
+ }
+ else if (event.key.keysym.sym == SDLK_s)
+ {
+ userForce -= down;
+ }
+ else if (event.key.keysym.sym == SDLK_w)
+ {
+ userForce -= up;
+ }
+ break;
+ }
+
+ //Mf::logInfo("current force [%f %f]", current.force[0], current.force[1]);
+ //std::cerr << "current force: " << current.force << std::endl;
+}
+
+
+void Character::draw(Mf::Scalar alpha) const
+{
+ State state = cml::lerp(previous, current, alpha);
+
+ glColor3f(1.0f, 1.0f, 1.0f);
+ tilemap_.bind();
+
+ Mf::Tilemap::Index frame = animation_.getFrame();
+
+ Mf::Scalar coords[8];
+ tilemap_.getTileCoords(frame, coords);
+
+ Mf::Scalar s = 16.0;
+
+ glBegin(GL_TRIANGLE_FAN);
+ glTexCoord2f(coords[0], coords[1]);
+ glVertex3(state.position[0]-s, state.position[1]-s, z);
+ glTexCoord2f(coords[2], coords[3]);
+ glVertex3(state.position[0]+s, state.position[1]-s, z);
+ glTexCoord2f(coords[4], coords[5]);
+ glVertex3(state.position[0]+s, state.position[1]+s, z);
+ 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);
+}
-void Character::draw(Mf::Scalar alpha) {}
Mf::Tilemap& Character::getTilemap()
{
- return tilemap;
+ return tilemap_;
}
Mf::Animation& Character::getAnimation()
{
- return animation;
+ return animation_;
}