//derivative.force = Mf::Vector2(0.0, 0.0);
derivative.velocity = velocity;
derivative.force = force;
+
+ //Mf::Vector2 x = position - Mf::Vector2(500.0, 200.0);
+ //derivative.force += -15.0 * x - 1.5 * velocity;
}
void applyDerivative(const Derivative& derivative, Mf::Scalar dt)
Mf::Tilemap tilemap_;
Mf::Animation animation_;
- //void updateContainers();
-
protected:
Mf::Vector2 userForce;
};
-//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: *************************************************/