+ previous = current;
+
+ //Mf::Vector2 x = current.position - Mf::Vector2(500.0, 200.0);
+ //Mf::Scalar mag = x.length();
+ //Mf::Scalar d = 50.0;
+
+ //// gravity:
+ //current.force = Mf::Vector2(0.0, -2000.0);
+ //// spring:
+ ////current.force += -15.0 * x - 1.5 * current.velocity;
+ //current.force += -20.0 * (mag - d) * (x / mag) - 2.0 * current.velocity;
+ //// internal:
+ //current.force += userForce;
+ //current.recalculate();
+ //std::cout << "force: " << current.momentum << std::endl;
+
+ //Mf::euler<State,Derivative>(current, t, dt);
+
+ current.integrate(t, dt);
+ animation.update(t, dt);
+}
+
+
+void Character::draw(Mf::Scalar alpha) const
+{
+ Mf::Vector2 position = cml::lerp(previous.position, current.position, alpha);
+
+ //glColor3f(1.0f, 1.0f, 1.0f);
+ tilemap.bind();
+
+ Tilemap::Index frame = animation.getFrame();
+
+ Tilemap::Orientation orientation = Tilemap::NORMAL;
+
+ if (current.velocity[0] < 0.0) orientation = 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(position[0]-s, position[1]-s, z);
+ glTexCoord2f(coords[2], coords[3]);
+ glVertex3(position[0]+s, position[1]-s, z);
+ glTexCoord2f(coords[4], coords[5]);
+ glVertex3(position[0]+s, position[1]+s, z);
+ glTexCoord2f(coords[6], coords[7]);
+ glVertex3(position[0]-s, 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);