]> Dogcows Code - chaz/yoink/blobdiff - src/Character.cc
big batch of changes
[chaz/yoink] / src / Character.cc
index f12ed5f2d88f66935f5b3923fd0d1f7b57632f9e..7110449e0f5a2019cb36f74b6dd61c7534f7399e 100644 (file)
 #include "Log.hh"
 
        
-struct SpringForce
+class SpringForce
 {
+public:
+
        explicit SpringForce(Mf::Vector2 x) :
                location(x) {}
 
@@ -56,8 +58,10 @@ private:
        Mf::Vector2 location;
 };
 
-struct ResistanceForce
+class ResistanceForce
 {
+public:
+
        explicit ResistanceForce(Mf::Scalar scale = 1.0) :
                k(scale) {}
 
@@ -87,10 +91,10 @@ Character::Character(const std::string& name) :
        mState.force = Mf::Vector2(0.0, 0.0);
        //mState.forces.push_back(SpringForce(Mf::Vector2(500.0, 200.0)));
        mState.forces.push_back(ResistanceForce(2.0));
-       //mState.forces.push_back(Mf::LinearState<2>::GravityForce(-100.0));
+       //mState.forces.push_back(Mf::LinearState<2>::GravityForce(-400.0));
 
        // starting position
-       mState.position = Mf::Vector2(64.0, 64.0);
+       mState.position = Mf::Vector2(5.0, 5.0);
        mState.momentum = Mf::Vector2(0.0, 0.0);
        mState.recalculate();
 
@@ -104,9 +108,9 @@ void Character::update(Mf::Scalar t, Mf::Scalar dt)
 
        animation.update(t, dt);
 
-       Mf::Vector3 center(mState.position[0], mState.position[1], z);
-       Mf::Vector3 a(mState.position[0] - 16.0, mState.position[1] - 16.0, z);
-       Mf::Vector3 b(mState.position[0] + 16.0, mState.position[1] + 16.0, z);
+       Mf::Vector3 center(mState.position[0], mState.position[1], mZCoord);
+       Mf::Vector3 a(mState.position[0] - 0.5, mState.position[1] - 0.5, mZCoord);
+       Mf::Vector3 b(mState.position[0] + 0.5, mState.position[1] + 0.5, mZCoord);
 
        mAabb.init(a, b);
        mSphere.init(center, a);
@@ -131,29 +135,23 @@ void Character::draw(Mf::Scalar alpha) const
        Mf::Scalar coords[8];
        tilemap.getTileCoords(frame, coords, orientation);
 
-       Mf::Scalar s = 16.0;
+       Mf::Scalar s = 0.5;
 
        glBegin(GL_TRIANGLE_FAN);
                glTexCoord2f(coords[0], coords[1]);
-               glVertex3(position[0]-s, position[1]-s, z);
+               glVertex3(position[0]-s, position[1]-s, mZCoord);
                glTexCoord2f(coords[2], coords[3]);
-               glVertex3(position[0]+s, position[1]-s, z);
+               glVertex3(position[0]+s, position[1]-s, mZCoord);
                glTexCoord2f(coords[4], coords[5]);
-               glVertex3(position[0]+s, position[1]+s, z);
+               glVertex3(position[0]+s, position[1]+s, mZCoord);
                glTexCoord2f(coords[6], coords[7]);
-               glVertex3(position[0]-s, position[1]+s, z);
-       glEnd();
-
-       //glColor3f(0.0f, 0.0f, 0.0f);
-       Mf::Texture::resetBind();
-
-       glBegin(GL_TRIANGLES);
-               glVertex3(480.0, 190.0, 64.0);
-               glVertex3(520.0, 190.0, 64.0);
-               glVertex3(500.0, 210.0, 64.0);
+               glVertex3(position[0]-s, position[1]+s, mZCoord);
        glEnd();
+}
 
-       //glColor3f(1.0f, 1.0f, 1.0f);
+void Character::setZCoord(Mf::Scalar z)
+{
+       mZCoord = z;
 }
 
 
@@ -267,5 +265,21 @@ int Character::getOctant(const Mf::Aabb& aabb) const
 }
 
 
+void Character::addImpulse(Mf::Vector2 impulse)
+{
+       mState.momentum += impulse;
+}
+
+void Character::addForce(Mf::Vector2 force)
+{
+       mState.force += force;
+}
+
+void Character::setPosition(Mf::Vector2 position)
+{
+       mState.position = position;
+}
+
+
 /** vim: set ts=4 sw=4 tw=80: *************************************************/
 
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