spring experiments
[chaz/yoink] / src / Character.cc
1
2 /*******************************************************************************
3
4 Copyright (c) 2009, Charles McGarvey
5 All rights reserved.
6
7 Redistribution and use in source and binary forms, with or without
8 modification, are permitted provided that the following conditions are met:
9
10 * Redistributions of source code must retain the above copyright notice,
11 this list of conditions and the following disclaimer.
12 * Redistributions in binary form must reproduce the above copyright notice,
13 this list of conditions and the following disclaimer in the documentation
14 and/or other materials provided with the distribution.
15
16 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
17 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
20 FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
21 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
22 SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
23 CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
24 OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
25 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26
27 *******************************************************************************/
28
29 #include <iostream>
30
31 #include "Character.hh"
32 #include "Log.hh"
33
34
35 Character::Character(const std::string& name) :
36 tilemap_(name),
37 animation_(name)
38 {
39 current.mass = 1.0;
40 current.inverseMass = 1.0 / current.mass;
41
42 // gravity
43 //current.force = Mf::Vector2(0.0, -120.0);
44
45 // starting position
46 current.position = Mf::Vector2(64.0, 64.0);
47 current.momentum = Mf::Vector2(0.0, 0.0);
48 current.recalculate();
49
50 previous = current;
51
52 updateContainers();
53 }
54
55
56 void Character::update(Mf::Scalar t, Mf::Scalar dt)
57 {
58 previous = current;
59
60 Mf::Scalar epsilon = 100.0;
61
62 //current.momentum = Mf::Vector2(0.0, -120.0);
63 current.momentum = -5 * (current.position - Mf::Vector2(500.0, 200.0))
64 - 2.0 * current.velocity;
65 current.recalculate();
66 std::cout << "force: " << current.momentum << std::endl;
67
68 //if (std::abs(current.force[0]) < epsilon && std::abs(current.force[1]) < epsilon &&
69 //std::abs(current.velocity[0]) < epsilon && std::abs(current.velocity[1]) < epsilon)
70 //{
71 //current.force = Mf::Vector2(0.0, 0.0);
72 //current.velocity = Mf::Vector2(0.0, 0.0);
73 //current.momentum = Mf::Vector2(0.0, 0.0);
74 //}
75
76 Mf::integrate<State,Derivative>(current, t, dt);
77
78 animation_.update(t, dt);
79
80 updateContainers();
81 }
82
83 void Character::updateContainers()
84 {
85 aabb_.init(Mf::Vector3(current.position[0]-16.0, current.position[1]-16.0, z),
86 Mf::Vector3(current.position[0]+16.0, current.position[1]+16.0, z));
87 sphere_.point = Mf::Vector3(current.position[0], current.position[1], z);
88 sphere_.radius = (aabb_.min - sphere_.point).length();
89 }
90
91 void Character::handleEvent(const Mf::Event& event)
92 {
93 // really just for heroine...
94
95 Mf::Scalar force = 500.0;
96
97 Mf::Vector2 left = Mf::Vector2(-force, 0.0);
98 Mf::Vector2 right = Mf::Vector2(force, 0.0);
99 Mf::Vector2 down = Mf::Vector2(0.0, -force);
100 Mf::Vector2 up = Mf::Vector2(0.0, force);
101
102 switch (event.type)
103 {
104 case SDL_KEYDOWN:
105 if (event.key.keysym.sym == SDLK_a)
106 {
107 current.force += left;
108 }
109 else if (event.key.keysym.sym == SDLK_d)
110 {
111 current.force += right;
112 }
113 else if (event.key.keysym.sym == SDLK_s)
114 {
115 current.force += down;
116 }
117 else if (event.key.keysym.sym == SDLK_w)
118 {
119 current.force += up;
120 }
121 break;
122
123 case SDL_KEYUP:
124 if (event.key.keysym.sym == SDLK_a)
125 {
126 current.force -= left;
127 }
128 else if (event.key.keysym.sym == SDLK_d)
129 {
130 current.force -= right;
131 }
132 else if (event.key.keysym.sym == SDLK_s)
133 {
134 current.force -= down;
135 }
136 else if (event.key.keysym.sym == SDLK_w)
137 {
138 current.force -= up;
139 }
140 break;
141 }
142
143 //Mf::logInfo("current force [%f %f]", current.force[0], current.force[1]);
144 //std::cerr << "current force: " << current.force << std::endl;
145 }
146
147
148 void Character::draw(Mf::Scalar alpha) const
149 {
150 State state = cml::lerp(previous, current, alpha);
151
152 glColor3f(1.0f, 1.0f, 1.0f);
153 tilemap_.bind();
154
155 Mf::Tilemap::Index frame = animation_.getFrame();
156
157 Mf::Scalar coords[8];
158 tilemap_.getTileCoords(frame, coords);
159
160 Mf::Scalar s = 16.0;
161
162 glBegin(GL_TRIANGLE_FAN);
163 glTexCoord2f(coords[0], coords[1]);
164 glVertex3(state.position[0]-s, state.position[1]-s, z);
165 glTexCoord2f(coords[2], coords[3]);
166 glVertex3(state.position[0]+s, state.position[1]-s, z);
167 glTexCoord2f(coords[4], coords[5]);
168 glVertex3(state.position[0]+s, state.position[1]+s, z);
169 glTexCoord2f(coords[6], coords[7]);
170 glVertex3(state.position[0]-s, state.position[1]+s, z);
171 glEnd();
172 }
173
174
175 Mf::Tilemap& Character::getTilemap()
176 {
177 return tilemap_;
178 }
179
180 Mf::Animation& Character::getAnimation()
181 {
182 return animation_;
183 }
184
185
186 /** vim: set ts=4 sw=4 tw=80: *************************************************/
187
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