]> Dogcows Code - chaz/yoink/blob - src/Character.hh
fixed layer bugs; generalized octree
[chaz/yoink] / src / Character.hh
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 #ifndef _CHARACTER_HH_
30 #define _CHARACTER_HH_
31
32 #include <boost/shared_ptr.hpp>
33
34 #include <Moof/Animation.hh>
35 #include <Moof/Entity.hh>
36 #include <Moof/Event.hh>
37 #include <Moof/Math.hh>
38 #include <Moof/RK4.hh>
39 #include <Moof/Tilemap.hh>
40
41
42 struct Character;
43 typedef boost::shared_ptr<Character> CharacterP;
44
45
46 /**
47 * Parent class of animate objects with "personalities." This basically
48 * includes the heroine herself and the bad guys.
49 */
50
51 struct Character : public Mf::Entity
52 {
53 struct Derivative
54 {
55 Mf::Vector2 velocity;
56 Mf::Vector2 force;
57
58 Derivative operator*(Mf::Scalar dt) const
59 {
60 Derivative derivative;
61 derivative.velocity = dt * velocity;
62 derivative.force = dt * force;
63 return derivative;
64 }
65
66 Derivative operator+(const Derivative& other) const
67 {
68 Derivative derivative;
69 derivative.velocity = velocity + other.velocity;
70 derivative.force = force + other.force;
71 return derivative;
72 }
73 };
74
75 struct State
76 {
77 // primary
78
79 Mf::Vector2 position;
80 Mf::Vector2 momentum;
81 Mf::Vector2 force;
82
83 // secondary
84
85 Mf::Vector2 velocity;
86
87 // constant
88
89 Mf::Scalar mass;
90 Mf::Scalar inverseMass;
91
92 void recalculate()
93 {
94 velocity = momentum * inverseMass;
95 }
96
97
98 void getDerivative(Derivative& derivative, Mf::Scalar t) const
99 {
100 //derivative.velocity = Mf::Vector2(0.0, 0.0);
101 //derivative.force = Mf::Vector2(0.0, 0.0);
102 derivative.velocity = velocity;
103 derivative.force = force;
104 }
105
106 void applyDerivative(const Derivative& derivative, Mf::Scalar dt)
107 {
108 position += dt * derivative.velocity;
109 momentum += dt * derivative.force;
110 recalculate();
111 }
112
113 // these two operator overloads all using the state in generic
114 // interpolator implementations
115
116 State operator*(Mf::Scalar scalar) const
117 {
118 State state = *this;
119 state.position *= scalar;
120 state.momentum *= scalar;
121 state.recalculate();
122 return state;
123 }
124
125 State operator+(const State& state) const
126 {
127 State newState = *this;
128 newState.position += state.position;
129 newState.momentum += state.momentum;
130 newState.recalculate();
131 return newState;
132 }
133 };
134
135 State previous;
136 State current;
137
138
139 private:
140
141 static const Mf::Scalar z = 96.0;
142
143 Mf::Tilemap tilemap_;
144 Mf::Animation animation_;
145
146 //void updateContainers();
147
148 protected:
149
150 Mf::Vector2 userForce;
151
152 public:
153
154 Character(const std::string& name);
155 virtual ~Character() {}
156
157 virtual void update(Mf::Scalar t, Mf::Scalar dt);
158 virtual void draw(Mf::Scalar alpha) const;
159
160 Mf::Tilemap& getTilemap();
161 Mf::Animation& getAnimation();
162 };
163
164
165 //inline Character::State operator*(Mf::Scalar scalar,
166 //const Character::State& state)
167 //{
168 //Character::State newState = state;
169 //newState.position *= scalar;
170 //newState.momentum *= scalar;
171 //newState.recalculate();
172 //return newState;
173 //}
174
175
176 #endif // _CHARACTER_HH_
177
178 /** vim: set ts=4 sw=4 tw=80: *************************************************/
179
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