/******************************************************************************* Copyright (c) 2009, Charles McGarvey All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *******************************************************************************/ #ifndef _CHARACTER_HH_ #define _CHARACTER_HH_ #include #include #include #include #include #include #include struct Character; typedef boost::shared_ptr CharacterP; /** * Parent class of animate objects with "personalities." This basically * includes the heroine herself and the bad guys. */ struct Character : public Mf::Entity { /* struct Derivative { Mf::Vector2 velocity; Mf::Vector2 force; Derivative operator*(Mf::Scalar dt) const { Derivative derivative; derivative.velocity = dt * velocity; derivative.force = dt * force; return derivative; } Derivative operator+(const Derivative& other) const { Derivative derivative; derivative.velocity = velocity + other.velocity; derivative.force = force + other.force; return derivative; } }; struct State { // primary Mf::Vector2 position; Mf::Vector2 momentum; Mf::Vector2 force; // secondary Mf::Vector2 velocity; // constant Mf::Scalar mass; Mf::Scalar inverseMass; void recalculate() { velocity = momentum * inverseMass; } void getDerivative(Derivative& derivative, Mf::Scalar t) const { //derivative.velocity = Mf::Vector2(0.0, 0.0); //derivative.force = Mf::Vector2(0.0, 0.0); derivative.velocity = velocity; derivative.force = force; //Mf::Vector2 x = position - Mf::Vector2(500.0, 200.0); //derivative.force += -15.0 * x - 1.5 * velocity; } void applyDerivative(const Derivative& derivative, Mf::Scalar dt) { position += dt * derivative.velocity; momentum += dt * derivative.force; recalculate(); } // these two operator overloads all using the state in generic // interpolator implementations State operator*(Mf::Scalar scalar) const { State state = *this; state.position *= scalar; state.momentum *= scalar; state.recalculate(); return state; } State operator+(const State& state) const { State newState = *this; newState.position += state.position; newState.momentum += state.momentum; newState.recalculate(); return newState; } }; */ Mf::State2 previous; Mf::State2 current; private: static const Mf::Scalar z = 96.0; Mf::Tilemap tilemap_; Mf::Animation animation_; protected: Mf::Vector2 userForce; public: Character(const std::string& name); virtual ~Character() {} virtual void update(Mf::Scalar t, Mf::Scalar dt); virtual void draw(Mf::Scalar alpha) const; Mf::Tilemap& getTilemap(); Mf::Animation& getAnimation(); }; #endif // _CHARACTER_HH_ /** vim: set ts=4 sw=4 tw=80: *************************************************/