]> Dogcows Code - chaz/yoink/blob - src/Character.cc
c7de260d6cb61190e5ceaf60b2be6701b455f309
[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 Mf::integrate<State,Derivative>(current, t, dt);
60
61 animation_.update(t, dt);
62
63 updateContainers();
64 }
65
66 void Character::updateContainers()
67 {
68 aabb_.init(Mf::Vector3(current.position[0]-16.0, current.position[1]-16.0, z),
69 Mf::Vector3(current.position[0]+16.0, current.position[1]+16.0, z));
70 sphere_.point = Mf::Vector3(current.position[0], current.position[1], z);
71 sphere_.radius = (aabb_.min - sphere_.point).length();
72 }
73
74 void Character::handleEvent(const Mf::Event& event)
75 {
76 // really just for heroine...
77
78 Mf::Scalar force = 500.0;
79
80 Mf::Vector2 left = Mf::Vector2(-force, 0.0);
81 Mf::Vector2 right = Mf::Vector2(force, 0.0);
82 Mf::Vector2 down = Mf::Vector2(0.0, -force);
83 Mf::Vector2 up = Mf::Vector2(0.0, force);
84
85 switch (event.type)
86 {
87 case SDL_KEYDOWN:
88 if (event.key.keysym.sym == SDLK_a)
89 {
90 current.force += left;
91 }
92 else if (event.key.keysym.sym == SDLK_d)
93 {
94 current.force += right;
95 }
96 else if (event.key.keysym.sym == SDLK_s)
97 {
98 current.force += down;
99 }
100 else if (event.key.keysym.sym == SDLK_w)
101 {
102 current.force += up;
103 }
104 break;
105
106 case SDL_KEYUP:
107 if (event.key.keysym.sym == SDLK_a)
108 {
109 current.force -= left;
110 }
111 else if (event.key.keysym.sym == SDLK_d)
112 {
113 current.force -= right;
114 }
115 else if (event.key.keysym.sym == SDLK_s)
116 {
117 current.force -= down;
118 }
119 else if (event.key.keysym.sym == SDLK_w)
120 {
121 current.force -= up;
122 }
123 break;
124 }
125
126 //Mf::logInfo("current force [%f %f]", current.force[0], current.force[1]);
127 //std::cerr << "current force: " << current.force << std::endl;
128 }
129
130
131 void Character::draw(Mf::Scalar alpha) const
132 {
133 State state = cml::lerp(previous, current, alpha);
134
135 glColor3f(1.0f, 1.0f, 1.0f);
136 tilemap_.bind();
137
138 Mf::Tilemap::Index frame = animation_.getFrame();
139
140 Mf::Scalar coords[8];
141 tilemap_.getTileCoords(frame, coords);
142
143 Mf::Scalar s = 16.0;
144
145 glBegin(GL_TRIANGLE_FAN);
146 glTexCoord2f(coords[0], coords[1]);
147 glVertex3(state.position[0]-s, state.position[1]-s, z);
148 glTexCoord2f(coords[2], coords[3]);
149 glVertex3(state.position[0]+s, state.position[1]-s, z);
150 glTexCoord2f(coords[4], coords[5]);
151 glVertex3(state.position[0]+s, state.position[1]+s, z);
152 glTexCoord2f(coords[6], coords[7]);
153 glVertex3(state.position[0]-s, state.position[1]+s, z);
154 glEnd();
155 }
156
157
158 Mf::Tilemap& Character::getTilemap()
159 {
160 return tilemap_;
161 }
162
163 Mf::Animation& Character::getAnimation()
164 {
165 return animation_;
166 }
167
168
169 /** vim: set ts=4 sw=4 tw=80: *************************************************/
170
This page took 0.036617 seconds and 3 git commands to generate.