]> Dogcows Code - chaz/yoink/blobdiff - src/Character.cc
fixed layer bugs; generalized octree
[chaz/yoink] / src / Character.cc
index f508682944d3a5db96ca210d9a710cd7ef2065d8..8e5a4c65e7437ca4f80a8614a8b17c5f1c087454 100644 (file)
 
 *******************************************************************************/
 
+#include <iostream>
+
 #include "Character.hh"
+#include "Log.hh"
 
        
 Character::Character(const std::string& name) :
-       tilemap(name),
-       animation(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(Mf::Scalar alpha) const {}
 
 Mf::Tilemap& Character::getTilemap()
 {
-       return tilemap;
+       return tilemap_;
 }
 
 Mf::Animation& Character::getAnimation()
 {
-       return animation;
+       return animation_;
 }
 
 
This page took 0.020569 seconds and 4 git commands to generate.