+//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);
+}