]> Dogcows Code - chaz/yoink/blobdiff - src/Character.cc
library class revamped as manager, goodbye tilemap
[chaz/yoink] / src / Character.cc
index f12ed5f2d88f66935f5b3923fd0d1f7b57632f9e..2290e3c2797a5d1023f63ddc4335921c04dfc602 100644 (file)
 #include "Log.hh"
 
        
-struct SpringForce
+class SpringForce
 {
+public:
+
        explicit SpringForce(Mf::Vector2 x) :
                location(x) {}
 
@@ -41,7 +43,7 @@ struct SpringForce
        {
                Mf::Vector2 x = state.position - location;
                Mf::Scalar mag = x.length();
-               Mf::Scalar d = 50.0;
+               Mf::Scalar d = 0.0;
 
                // spring:
                //mState.force += -15.0 * x - 1.5 * mState.velocity;
@@ -56,8 +58,10 @@ private:
        Mf::Vector2 location;
 };
 
-struct ResistanceForce
+class ResistanceForce
 {
+public:
+
        explicit ResistanceForce(Mf::Scalar scale = 1.0) :
                k(scale) {}
 
@@ -85,12 +89,12 @@ Character::Character(const std::string& name) :
 
        // forces
        mState.force = Mf::Vector2(0.0, 0.0);
-       //mState.forces.push_back(SpringForce(Mf::Vector2(500.0, 200.0)));
+       //mState.forces.push_back(SpringForce(Mf::Vector2(20.0, 4.0)));
        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(-9.8));
 
        // 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], 0.0);
+       Mf::Vector3 a(mState.position[0] - 0.5, mState.position[1] - 0.5, 0.0);
+       Mf::Vector3 b(mState.position[0] + 0.5, mState.position[1] + 0.5, 0.0);
 
        mAabb.init(a, b);
        mSphere.init(center, a);
@@ -122,42 +126,30 @@ void Character::draw(Mf::Scalar alpha) const
        //glColor3f(1.0f, 1.0f, 1.0f);
        tilemap.bind();
 
-       Tilemap::Index frame = animation.getFrame();
-
-       Tilemap::Orientation orientation = Tilemap::NORMAL;
+       Mf::Texture::TileIndex frame = animation.getFrame();
+       Mf::Texture::Orientation orientation = Mf::Texture::NORMAL;
 
-       if (mState.velocity[0] < 0.0) orientation = Tilemap::REVERSE;
+       if (mState.velocity[0] < 0.0) orientation = Mf::Texture::REVERSE;
 
        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);
-               glTexCoord2f(coords[2], coords[3]);
-               glVertex3(position[0]+s, position[1]-s, z);
-               glTexCoord2f(coords[4], coords[5]);
-               glVertex3(position[0]+s, position[1]+s, z);
-               glTexCoord2f(coords[6], coords[7]);
-               glVertex3(position[0]-s, position[1]+s, z);
+               glTexCoord(coords[0], coords[1]);
+               glVertex(position[0]-s, position[1]-s);
+               glTexCoord(coords[2], coords[3]);
+               glVertex(position[0]+s, position[1]-s);
+               glTexCoord(coords[4], coords[5]);
+               glVertex(position[0]+s, position[1]+s);
+               glTexCoord(coords[6], coords[7]);
+               glVertex(position[0]-s, position[1]+s);
        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);
-       glEnd();
-
-       //glColor3f(1.0f, 1.0f, 1.0f);
 }
 
 
-int Character::getOctant(const Mf::Aabb& aabb) const
+/*int Character::getOctant(const Mf::Aabb<3>& aabb) const
 {
        int octantNum = -1;
 
@@ -265,6 +257,23 @@ int Character::getOctant(const Mf::Aabb& aabb) const
 
        return octantNum;
 }
+*/
+
+
+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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