]> Dogcows Code - chaz/yoink/blobdiff - src/Character.hh
spring experiments
[chaz/yoink] / src / Character.hh
index e39e7ff93bb9ad3de3e66ef6e1ed163e6a97df11..00e5a4b2b6912dc8ceae0b27643d5f67496102ea 100644 (file)
 #ifndef _CHARACTER_HH_
 #define _CHARACTER_HH_
 
+#include <boost/shared_ptr.hpp>
+
 #include <Moof/Animation.hh>
-#include <Moof/Drawable.hh>
-#include <Moof/Resource.hh>
+#include <Moof/Entity.hh>
+#include <Moof/Event.hh>
+#include <Moof/Math.hh>
+#include <Moof/Octree.hh>
+#include <Moof/RK4.hh>
 #include <Moof/Tilemap.hh>
 
 
+struct Character;
+typedef boost::shared_ptr<Character> CharacterP;
+
+
 /**
- * Parent class of animate objects with "personalities."
+ * Parent class of animate objects with "personalities."  This basically
+ * includes the heroine herself and the bad guys.
  */
 
-class Character : public Mf::Drawable
+struct Character : public Mf::Entity
 {
+       struct Derivative
+       {
+               Mf::Vector2 velocity;
+               Mf::Vector2 force;
+
+               Derivative operator*(Mf::Scalar dt) const
+               {
+                       Derivative derivative;
+                       derivative.velocity = dt * velocity;
+                       derivative.force = dt * force;
+                       return derivative;
+               }
+
+               Derivative operator+(const Derivative& other) const
+               {
+                       Derivative derivative;
+                       derivative.velocity = velocity + other.velocity;
+                       derivative.force = force + other.force;
+                       return derivative;
+               }
+       };
+
+       struct State
+       {
+               // primary
+               
+               Mf::Vector2 position;
+               Mf::Vector2 momentum;
+               Mf::Vector2 force;
+
+               // secondary
+
+               Mf::Vector2 velocity;
+
+               // constant
+               
+               Mf::Scalar      mass;
+               Mf::Scalar      inverseMass;
+
+               void recalculate()
+               {
+                       velocity = momentum * inverseMass;
+               }
+
+
+               void getDerivative(Derivative& derivative, Mf::Scalar t) const
+               {
+                       //derivative.velocity = Mf::Vector2(0.0, 0.0);
+                       //derivative.force = Mf::Vector2(0.0, 0.0);
+                       derivative.velocity = velocity;
+                       derivative.force = force;
+               }
+
+               void applyDerivative(const Derivative& derivative, Mf::Scalar dt)
+               {
+                       position += dt * derivative.velocity;
+                       momentum += dt * derivative.force;
+                       recalculate();
+               }
+
+               // these two operator overloads all using the state in generic
+               // interpolator implementations
+
+               State operator*(Mf::Scalar scalar) const
+               {
+                       State state = *this;
+                       state.position *= scalar;
+                       state.momentum *= scalar;
+                       state.recalculate();
+                       return state;
+               }
+
+               State operator+(const State& state) const
+               {
+                       State newState = *this;
+                       newState.position +=  state.position;
+                       newState.momentum +=  state.momentum;
+                       newState.recalculate();
+                       return newState;
+               }
+       };
+
+       State                   previous;
+       State                   current;
+
+       Mf::OctreeNodeP treeNode;
+
+
+private:
+
+       static const Mf::Scalar z = 96.0;
+
+       Mf::Tilemap             tilemap_;
+       Mf::Animation   animation_;
+
+       void updateContainers();
+
 public:
+
+       inline static CharacterP alloc(const std::string& name)
+       {
+               return CharacterP(new Character(name));
+       }
+
        Character(const std::string& name);
-       ~Character();
+       inline virtual ~Character() {}
 
+       void update(Mf::Scalar t, Mf::Scalar dt);
+       void handleEvent(const Mf::Event& event);
        void draw(Mf::Scalar alpha) const;
 
        Mf::Tilemap& getTilemap();
        Mf::Animation& getAnimation();
-
-private:
-       Mf::Tilemap tilemap;
-       Mf::Animation animation;
 };
 
 
+//inline Character::State operator*(Mf::Scalar scalar,
+               //const Character::State& state)
+//{
+       //Character::State newState = state;
+       //newState.position *= scalar;
+       //newState.momentum *= scalar;
+       //newState.recalculate();
+       //return newState;
+//}
+
+
 #endif // _CHARACTER_HH_
 
 /** vim: set ts=4 sw=4 tw=80: *************************************************/
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