]> Dogcows Code - chaz/yoink/blobdiff - src/Character.cc
fixed layer bugs; generalized octree
[chaz/yoink] / src / Character.cc
index 97a10b2553d27532cd2631f2a5447ae85ec7f1ca..8e5a4c65e7437ca4f80a8614a8b17c5f1c087454 100644 (file)
 
 *******************************************************************************/
 
+#include <iostream>
+
 #include "Character.hh"
+#include "Log.hh"
 
-#include <iostream>
        
 Character::Character(const std::string& name) :
        tilemap_(name),
@@ -37,113 +39,70 @@ Character::Character(const std::string& 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()
-{
-       //delete texture;
-       //delete anim;
+       //updateContainers();
 }
 
 
 void Character::update(Mf::Scalar t, Mf::Scalar dt)
 {
        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();
+       //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::handleEvent(const Mf::Event& event)
-{
-       // really just for heroine...
-       
-       Mf::Scalar force = 500.0;
-       
-       Mf::Vector2 left = Mf::Vector2(-force, 0.0);
-       Mf::Vector2 right = Mf::Vector2(force, 0.0);
-       Mf::Vector2 down = Mf::Vector2(0.0, -force);
-       Mf::Vector2 up = Mf::Vector2(0.0, force);
-
-       switch (event.type)
-       {
-               case SDL_KEYDOWN:
-                       if (event.key.keysym.sym == SDLK_a)
-                       {
-                               current.force += left;
-                       }
-                       else if (event.key.keysym.sym == SDLK_d)
-                       {
-                               current.force += right;
-                       }
-                       else if (event.key.keysym.sym == SDLK_s)
-                       {
-                               current.force += down;
-                       }
-                       else if (event.key.keysym.sym == SDLK_w)
-                       {
-                               current.force += up;
-                       }
-                       break;
-
-               case SDL_KEYUP:
-                       if (event.key.keysym.sym == SDLK_a)
-                       {
-                               current.force -= left;
-                       }
-                       else if (event.key.keysym.sym == SDLK_d)
-                       {
-                               current.force -= right;
-                       }
-                       else if (event.key.keysym.sym == SDLK_s)
-                       {
-                               current.force -= down;
-                       }
-                       else if (event.key.keysym.sym == SDLK_w)
-                       {
-                               current.force -= up;
-                       }
-                       break;
-       }
-
-       std::cout << "current force: " << current.force << std::endl;
-}
+//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);
+       //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);
+       tilemap_.getTileCoords(frame, coords, orientation);
 
        Mf::Scalar s = 16.0;
 
-       glBegin(GL_QUADS);
+       glBegin(GL_TRIANGLE_FAN);
                glTexCoord2f(coords[0], coords[1]);
                glVertex3(state.position[0]-s, state.position[1]-s, z);
                glTexCoord2f(coords[2], coords[3]);
@@ -153,6 +112,17 @@ void Character::draw(Mf::Scalar alpha) const
                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);
 }
 
 
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