]> Dogcows Code - chaz/yoink/blobdiff - src/Character.cc
starting to move to a generic state structure
[chaz/yoink] / src / Character.cc
index 411c0327e641ba8c5ff0883f0efc0d4a22d6f366..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)
 {
+       current.init();
+
        current.mass = 1.0;
        current.inverseMass = 1.0 / current.mass;
 
-       current.force = Mf::Vector2(0.0, -120.0);
+       // 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;
-
-       updateContainers();
-}
-
-Character::~Character()
-{
-       //delete texture;
-       //delete anim;
 }
 
 
 void Character::update(Mf::Scalar t, Mf::Scalar dt)
 {
        previous = current;
-       Mf::integrate<State,Derivative>(current, t, dt);
 
-       animation_.update(t, dt);
+       //Mf::Vector2 x = current.position - Mf::Vector2(500.0, 200.0);
+       //Mf::Scalar mag = x.length();
+       //Mf::Scalar d = 50.0;
 
-       updateContainers();
-}
+       //// 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;
 
-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();
-}
+       //Mf::euler<State,Derivative>(current, t, dt);
 
-void Character::handleEvent(const Mf::Event& event)
-{
-       // really just for heroine...
-       
-       Mf::Scalar force = 500.0;
-       
-       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);
+       //current.force = Mf::Vector2(0.0, -2000.0);
+       current.force = userForce;
+       current.integrate(t, dt);
 
-       switch (event.type)
-       {
-               case SDL_KEYDOWN:
-                       if (event.key.keysym.sym == SDLK_a)
-                       {
-                               current.force += left;
-                       }
-                       else if (event.key.keysym.sym == SDLK_d)
-                       {
-                               current.force += right;
-                       }
-                       else if (event.key.keysym.sym == SDLK_s)
-                       {
-                               current.force += down;
-                       }
-                       else if (event.key.keysym.sym == SDLK_w)
-                       {
-                               current.force += up;
-                       }
-                       break;
-
-               case SDL_KEYUP:
-                       if (event.key.keysym.sym == SDLK_a)
-                       {
-                               current.force -= left;
-                       }
-                       else if (event.key.keysym.sym == SDLK_d)
-                       {
-                               current.force -= right;
-                       }
-                       else if (event.key.keysym.sym == SDLK_s)
-                       {
-                               current.force -= down;
-                       }
-                       else if (event.key.keysym.sym == SDLK_w)
-                       {
-                               current.force -= up;
-                       }
-                       break;
-       }
-
-       Mf::logInfo("current force [%f %f]", current.force[0], current.force[1]);
+       animation_.update(t, dt);
 }
 
 
 void Character::draw(Mf::Scalar alpha) const
 {
-       State state = cml::lerp(previous, current, alpha);
+       Mf::Vector2 position = cml::lerp(previous.position, current.position, alpha);
 
-       glColor3f(1.0f, 1.0f, 1.0f);
+       //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);
+       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);
+               glVertex3(position[0]-s, position[1]-s, z);
                glTexCoord2f(coords[2], coords[3]);
-               glVertex3(state.position[0]+s, state.position[1]-s, z);
+               glVertex3(position[0]+s, position[1]-s, z);
                glTexCoord2f(coords[4], coords[5]);
-               glVertex3(state.position[0]+s, state.position[1]+s, z);
+               glVertex3(position[0]+s, position[1]+s, z);
                glTexCoord2f(coords[6], coords[7]);
-               glVertex3(state.position[0]-s, state.position[1]+s, z);
+               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);
 }
 
 
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