Character::Character(const std::string& name) :
- tilemap(name),
+ tilemap("Particles"),
animation(name)
{
mState.init();
animation.update(t, dt);
- 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);
+ 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);
glBegin(GL_TRIANGLE_FAN);
glTexCoord(coords[0], coords[1]);
- glVertex(position[0]-s, position[1]-s, mZCoord);
+ glVertex(position[0]-s, position[1]-s);
glTexCoord(coords[2], coords[3]);
- glVertex(position[0]+s, position[1]-s, mZCoord);
+ glVertex(position[0]+s, position[1]-s);
glTexCoord(coords[4], coords[5]);
- glVertex(position[0]+s, position[1]+s, mZCoord);
+ glVertex(position[0]+s, position[1]+s);
glTexCoord(coords[6], coords[7]);
- glVertex(position[0]-s, position[1]+s, mZCoord);
+ glVertex(position[0]-s, position[1]+s);
glEnd();
}
-void Character::setZCoord(Mf::Scalar z)
-{
- mZCoord = z;
-}
-
-int Character::getOctant(const Mf::Aabb<3>& aabb) const
+/*int Character::getOctant(const Mf::Aabb<3>& aabb) const
{
int octantNum = -1;
return octantNum;
}
+*/
void Character::addImpulse(Mf::Vector2 impulse)