#include <Moof/Event.hh>
#include <Moof/Math.hh>
#include <Moof/Octree.hh>
-#include <Moof/Physics.hh>
+#include <Moof/RK4.hh>
#include <Moof/Tilemap.hh>
recalculate();
}
+ // these two operator overloads all using the state in generic
+ // interpolator implementations
+
State operator*(Mf::Scalar scalar) const
{
State state = *this;
return state;
}
- State operator+(State state) const
+ State operator+(const State& state) const
{
State newState = *this;
newState.position += state.position;
static const Mf::Scalar z = 96.0;
+ Mf::Vector2 userForce;
+
Mf::Tilemap tilemap_;
Mf::Animation animation_;
public:
- inline static CharacterP alloc(const std::string& name)
+ static CharacterP alloc(const std::string& name)
{
return CharacterP(new Character(name));
}
Character(const std::string& name);
- virtual ~Character();
+ virtual ~Character() {}
void update(Mf::Scalar t, Mf::Scalar dt);
void handleEvent(const Mf::Event& event);
};
-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;
-}
+//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_