]> Dogcows Code - chaz/yoink/blob - src/Character.cc
refactoring the scene class
[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::Vector2 x = current.position - Mf::Vector2(500.0, 200.0);
61 Mf::Scalar mag = x.length();
62 Mf::Scalar d = 50.0;
63
64 current.force = -5 * (current.position - Mf::Vector2(500.0, 200.0))
65 - 2.0 * current.velocity;
66 current.recalculate();
67 std::cout << "force: " << current.momentum << std::endl;
68
69 Mf::integrate<State,Derivative>(current, t, dt);
70
71 animation_.update(t, dt);
72
73 updateContainers();
74 }
75
76 void Character::updateContainers()
77 {
78 aabb_.init(Mf::Vector3(current.position[0]-16.0, current.position[1]-16.0, z),
79 Mf::Vector3(current.position[0]+16.0, current.position[1]+16.0, z));
80 sphere_.point = Mf::Vector3(current.position[0], current.position[1], z);
81 sphere_.radius = (aabb_.min - sphere_.point).length();
82 }
83
84 void Character::handleEvent(const Mf::Event& event)
85 {
86 // really just for heroine...
87
88 Mf::Scalar force = 500.0;
89
90 Mf::Vector2 left = Mf::Vector2(-force, 0.0);
91 Mf::Vector2 right = Mf::Vector2(force, 0.0);
92 Mf::Vector2 down = Mf::Vector2(0.0, -force);
93 Mf::Vector2 up = Mf::Vector2(0.0, force);
94
95 switch (event.type)
96 {
97 case SDL_KEYDOWN:
98 if (event.key.keysym.sym == SDLK_a)
99 {
100 userForce += left;
101 }
102 else if (event.key.keysym.sym == SDLK_d)
103 {
104 userForce += right;
105 }
106 else if (event.key.keysym.sym == SDLK_s)
107 {
108 userForce += down;
109 }
110 else if (event.key.keysym.sym == SDLK_w)
111 {
112 userForce += up;
113 }
114 break;
115
116 case SDL_KEYUP:
117 if (event.key.keysym.sym == SDLK_a)
118 {
119 userForce -= left;
120 }
121 else if (event.key.keysym.sym == SDLK_d)
122 {
123 userForce -= right;
124 }
125 else if (event.key.keysym.sym == SDLK_s)
126 {
127 userForce -= down;
128 }
129 else if (event.key.keysym.sym == SDLK_w)
130 {
131 userForce -= up;
132 }
133 break;
134 }
135
136 //Mf::logInfo("current force [%f %f]", current.force[0], current.force[1]);
137 //std::cerr << "current force: " << current.force << std::endl;
138 }
139
140
141 void Character::draw(Mf::Scalar alpha) const
142 {
143 State state = cml::lerp(previous, current, alpha);
144
145 glColor3f(1.0f, 1.0f, 1.0f);
146 tilemap_.bind();
147
148 Mf::Tilemap::Index frame = animation_.getFrame();
149
150 Mf::Scalar coords[8];
151 tilemap_.getTileCoords(frame, coords);
152
153 Mf::Scalar s = 16.0;
154
155 glBegin(GL_TRIANGLE_FAN);
156 glTexCoord2f(coords[0], coords[1]);
157 glVertex3(state.position[0]-s, state.position[1]-s, z);
158 glTexCoord2f(coords[2], coords[3]);
159 glVertex3(state.position[0]+s, state.position[1]-s, z);
160 glTexCoord2f(coords[4], coords[5]);
161 glVertex3(state.position[0]+s, state.position[1]+s, z);
162 glTexCoord2f(coords[6], coords[7]);
163 glVertex3(state.position[0]-s, state.position[1]+s, z);
164 glEnd();
165
166 glColor3f(0.0f, 0.0f, 0.0f);
167 Mf::Texture::resetBind();
168
169 glBegin(GL_TRIANGLES);
170 glVertex3(480.0, 190.0, 64.0);
171 glVertex3(520.0, 190.0, 64.0);
172 glVertex3(500.0, 210.0, 64.0);
173 glEnd();
174
175 glColor3f(1.0f, 1.0f, 1.0f);
176 }
177
178
179 Mf::Tilemap& Character::getTilemap()
180 {
181 return tilemap_;
182 }
183
184 Mf::Animation& Character::getAnimation()
185 {
186 return animation_;
187 }
188
189
190 /** vim: set ts=4 sw=4 tw=80: *************************************************/
191
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