*******************************************************************************/
+#include <iostream>
+
#include "Character.hh"
+#include "Log.hh"
Character::Character(const std::string& name) :
- texture(name),
- anim(name) {}
+ tilemap_(name),
+ animation_(name)
+{
+ current.mass = 1.0;
+ current.inverseMass = 1.0 / current.mass;
+
+ // gravity
+ current.force = Mf::Vector2(0.0, -120.0);
+
+ // starting position
+ current.position = Mf::Vector2(64.0, 64.0);
+ current.momentum = Mf::Vector2(0.0, 0.0);
+ current.recalculate();
+
+ previous = current;
+
+ //updateContainers();
+}
-Character::~Character()
+
+void Character::update(Mf::Scalar t, Mf::Scalar dt)
{
- //delete texture;
- //delete anim;
+ previous = current;
+
+ Mf::Vector2 x = current.position - Mf::Vector2(500.0, 200.0);
+ Mf::Scalar mag = x.length();
+ Mf::Scalar d = 50.0;
+
+ current.force = Mf::Vector2(0.0, -2000.0);
+ //current.force += -15.0 * x - 1.5 * current.velocity;
+ current.force += -20.0 * (mag - d) * (x / mag) - 2.0 * current.velocity;
+ current.force += userForce;
+ current.recalculate();
+ //std::cout << "force: " << current.momentum << std::endl;
+
+ Mf::integrate<State,Derivative>(current, t, dt);
+
+ animation_.update(t, dt);
+
+ //updateContainers();
}
+//void Character::updateContainers()
+//{
+ //aabb_.init(Mf::Vector3(current.position[0]-16.0, current.position[1]-16.0, z),
+ //Mf::Vector3(current.position[0]+16.0, current.position[1]+16.0, z));
+ //sphere_.point = Mf::Vector3(current.position[0], current.position[1], z);
+ //sphere_.radius = (aabb_.min - sphere_.point).length();
+//}
+
+
+void Character::draw(Mf::Scalar alpha) const
+{
+ State state = cml::lerp(previous, current, alpha);
+
+ //glColor3f(1.0f, 1.0f, 1.0f);
+ tilemap_.bind();
+
+ Mf::Tilemap::Index frame = animation_.getFrame();
+
+ Mf::Tilemap::Orientation orientation = Mf::Tilemap::NORMAL;
+
+ if (current.velocity[0] < 0.0) orientation = Mf::Tilemap::REVERSE;
+
+ Mf::Scalar coords[8];
+ tilemap_.getTileCoords(frame, coords, orientation);
+
+ Mf::Scalar s = 16.0;
+
+ glBegin(GL_TRIANGLE_FAN);
+ glTexCoord2f(coords[0], coords[1]);
+ glVertex3(state.position[0]-s, state.position[1]-s, z);
+ glTexCoord2f(coords[2], coords[3]);
+ glVertex3(state.position[0]+s, state.position[1]-s, z);
+ glTexCoord2f(coords[4], coords[5]);
+ glVertex3(state.position[0]+s, state.position[1]+s, z);
+ glTexCoord2f(coords[6], coords[7]);
+ glVertex3(state.position[0]-s, state.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);
+ glEnd();
+
+ //glColor3f(1.0f, 1.0f, 1.0f);
+}
-void Character::draw(dc::scalar alpha) {}
-dc::tilemap& Character::getTilemap()
+Mf::Tilemap& Character::getTilemap()
{
- return texture;
+ return tilemap_;
}
-dc::animation& Character::getAnimation()
+Mf::Animation& Character::getAnimation()
{
- return anim;
+ return animation_;
}