]> Dogcows Code - chaz/yoink/blobdiff - src/Character.cc
improved new vorbisfile compatibility
[chaz/yoink] / src / Character.cc
index 64866c5eba907b172d3bb1847f65573ff22c0c41..c6ad2a049874d821befa4e90da831703ce2ec653 100644 (file)
 
 *******************************************************************************/
 
+#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();
+}
+
+
+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);
 
-Character::~Character()
+       updateContainers();
+}
+
+void Character::updateContainers()
 {
-       //delete texture;
-       //delete anim;
+       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 = 4000.0;
+       
+       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)
+                       {
+                               userForce += left;
+                       }
+                       else if (event.key.keysym.sym == SDLK_d)
+                       {
+                               userForce += right;
+                       }
+                       else if (event.key.keysym.sym == SDLK_s)
+                       {
+                               userForce += down;
+                       }
+                       else if (event.key.keysym.sym == SDLK_w)
+                       {
+                               userForce += up;
+                       }
+                       break;
+
+               case SDL_KEYUP:
+                       if (event.key.keysym.sym == SDLK_a)
+                       {
+                               userForce -= left;
+                       }
+                       else if (event.key.keysym.sym == SDLK_d)
+                       {
+                               userForce -= right;
+                       }
+                       else if (event.key.keysym.sym == SDLK_s)
+                       {
+                               userForce -= down;
+                       }
+                       else if (event.key.keysym.sym == SDLK_w)
+                       {
+                               userForce -= up;
+                       }
+                       break;
+       }
+
+       //Mf::logInfo("current force [%f %f]", current.force[0], current.force[1]);
+       //std::cerr << "current force: " << current.force << std::endl;
+}
+
+
+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::Scalar coords[8];
+       tilemap_.getTileCoords(frame, coords);
+
+       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_;
 }
 
 
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