]> Dogcows Code - chaz/yoink/blobdiff - src/Character.cc
starting to move to a generic state structure
[chaz/yoink] / src / Character.cc
index 1797f008552c29c000d83754e37d6a7c7829d68f..ffecfd5b8c5db2c2c82c3e4cc478c00d718f3fed 100644 (file)
 
 *******************************************************************************/
 
+#include <iostream>
+
 #include "Character.hh"
+#include "Log.hh"
 
        
+struct SpringForce
+{
+       explicit SpringForce(Mf::Vector2 x) :
+               location(x) {}
+
+       const Mf::Vector2& operator () (const Mf::LinearState<2>& state)
+       {
+               Mf::Vector2 x = state.position - location;
+               Mf::Scalar mag = x.length();
+               Mf::Scalar d = 50.0;
+
+               // spring:
+               //current.force += -15.0 * x - 1.5 * current.velocity;
+               force = -20.0 * (mag - d) * (x / mag) - 2.0 * state.velocity;
+
+               return force;
+       }
+
+private:
+
+       Mf::Vector2 force;
+       Mf::Vector2 location;
+};
+
+struct WindResistenceForce
+{
+       const Mf::Vector2& operator () (const Mf::LinearState<2>& state)
+       {
+               force = -2.0 * state.velocity;
+               return force;
+       }
+
+private:
+
+       Mf::Vector2 force;
+};
+
+
 Character::Character(const std::string& name) :
-       tilemap(name),
-       animation(name) {}
+       tilemap_(name),
+       animation_(name)
+{
+       current.init();
+
+       current.mass = 1.0;
+       current.inverseMass = 1.0 / current.mass;
+
+       // gravity
+       current.force = Mf::Vector2(0.0, 000.0);
+       current.forces.push_back(SpringForce(Mf::Vector2(500.0, 200.0)));
+       current.forces.push_back(WindResistenceForce());
+       current.forces.push_back(Mf::LinearState<2>::GravityForce(-2000.0));
+
+       // starting position
+       current.position = Mf::Vector2(64.0, 64.0);
+       current.momentum = Mf::Vector2(0.0, 0.0);
+       current.recalculate();
+
+       previous = current;
+}
 
-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;
+
+       //// 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.force = Mf::Vector2(0.0, -2000.0);
+       current.force = userForce;
+       current.integrate(t, dt);
+
+       animation_.update(t, dt);
 }
 
 
-void Character::draw(Mf::Scalar alpha) {}
+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();
+
+       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(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);
+}
+
 
 Mf::Tilemap& Character::getTilemap()
 {
-       return tilemap;
+       return tilemap_;
 }
 
 Mf::Animation& Character::getAnimation()
 {
-       return animation;
+       return animation_;
 }
 
 
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