]> Dogcows Code - chaz/yoink/blob - src/Character.cc
improved new vorbisfile compatibility
[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 = Mf::Vector2(0.0, -2000.0);
65 //current.force += -15.0 * x - 1.5 * current.velocity;
66 current.force += -20.0 * (mag - d) * (x / mag) - 2.0 * current.velocity;
67 current.force += userForce;
68 current.recalculate();
69 //std::cout << "force: " << current.momentum << std::endl;
70
71 Mf::integrate<State,Derivative>(current, t, dt);
72
73 animation_.update(t, dt);
74
75 updateContainers();
76 }
77
78 void Character::updateContainers()
79 {
80 aabb_.init(Mf::Vector3(current.position[0]-16.0, current.position[1]-16.0, z),
81 Mf::Vector3(current.position[0]+16.0, current.position[1]+16.0, z));
82 sphere_.point = Mf::Vector3(current.position[0], current.position[1], z);
83 sphere_.radius = (aabb_.min - sphere_.point).length();
84 }
85
86 void Character::handleEvent(const Mf::Event& event)
87 {
88 // really just for heroine...
89
90 Mf::Scalar force = 4000.0;
91
92 Mf::Vector2 left = Mf::Vector2(-force, 0.0);
93 Mf::Vector2 right = Mf::Vector2(force, 0.0);
94 Mf::Vector2 down = Mf::Vector2(0.0, -force);
95 Mf::Vector2 up = Mf::Vector2(0.0, force);
96
97 switch (event.type)
98 {
99 case SDL_KEYDOWN:
100 if (event.key.keysym.sym == SDLK_a)
101 {
102 userForce += left;
103 }
104 else if (event.key.keysym.sym == SDLK_d)
105 {
106 userForce += right;
107 }
108 else if (event.key.keysym.sym == SDLK_s)
109 {
110 userForce += down;
111 }
112 else if (event.key.keysym.sym == SDLK_w)
113 {
114 userForce += up;
115 }
116 break;
117
118 case SDL_KEYUP:
119 if (event.key.keysym.sym == SDLK_a)
120 {
121 userForce -= left;
122 }
123 else if (event.key.keysym.sym == SDLK_d)
124 {
125 userForce -= right;
126 }
127 else if (event.key.keysym.sym == SDLK_s)
128 {
129 userForce -= down;
130 }
131 else if (event.key.keysym.sym == SDLK_w)
132 {
133 userForce -= up;
134 }
135 break;
136 }
137
138 //Mf::logInfo("current force [%f %f]", current.force[0], current.force[1]);
139 //std::cerr << "current force: " << current.force << std::endl;
140 }
141
142
143 void Character::draw(Mf::Scalar alpha) const
144 {
145 State state = cml::lerp(previous, current, alpha);
146
147 glColor3f(1.0f, 1.0f, 1.0f);
148 tilemap_.bind();
149
150 Mf::Tilemap::Index frame = animation_.getFrame();
151
152 Mf::Scalar coords[8];
153 tilemap_.getTileCoords(frame, coords);
154
155 Mf::Scalar s = 16.0;
156
157 glBegin(GL_TRIANGLE_FAN);
158 glTexCoord2f(coords[0], coords[1]);
159 glVertex3(state.position[0]-s, state.position[1]-s, z);
160 glTexCoord2f(coords[2], coords[3]);
161 glVertex3(state.position[0]+s, state.position[1]-s, z);
162 glTexCoord2f(coords[4], coords[5]);
163 glVertex3(state.position[0]+s, state.position[1]+s, z);
164 glTexCoord2f(coords[6], coords[7]);
165 glVertex3(state.position[0]-s, state.position[1]+s, z);
166 glEnd();
167
168 glColor3f(0.0f, 0.0f, 0.0f);
169 Mf::Texture::resetBind();
170
171 glBegin(GL_TRIANGLES);
172 glVertex3(480.0, 190.0, 64.0);
173 glVertex3(520.0, 190.0, 64.0);
174 glVertex3(500.0, 210.0, 64.0);
175 glEnd();
176
177 glColor3f(1.0f, 1.0f, 1.0f);
178 }
179
180
181 Mf::Tilemap& Character::getTilemap()
182 {
183 return tilemap_;
184 }
185
186 Mf::Animation& Character::getAnimation()
187 {
188 return animation_;
189 }
190
191
192 /** vim: set ts=4 sw=4 tw=80: *************************************************/
193
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