X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fyoink;a=blobdiff_plain;f=src%2FCharacter.cc;h=8e5a4c65e7437ca4f80a8614a8b17c5f1c087454;hp=1b184fa2d0160ad353ef3645823d25626397b3cf;hb=a4debfe4a5f5d339410788971b698ba00cb7f09c;hpb=57b78ebe21b1b48acd337daa5a1cb8c383959cfa diff --git a/src/Character.cc b/src/Character.cc index 1b184fa..8e5a4c6 100644 --- a/src/Character.cc +++ b/src/Character.cc @@ -39,110 +39,66 @@ Character::Character(const std::string& name) : current.mass = 1.0; current.inverseMass = 1.0 / current.mass; + // gravity current.force = Mf::Vector2(0.0, -120.0); + // 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; + //updateContainers(); } void Character::update(Mf::Scalar t, Mf::Scalar dt) { previous = current; + + Mf::Vector2 x = current.position - Mf::Vector2(500.0, 200.0); + Mf::Scalar mag = x.length(); + Mf::Scalar d = 50.0; + + current.force = Mf::Vector2(0.0, -2000.0); + //current.force += -15.0 * x - 1.5 * current.velocity; + current.force += -20.0 * (mag - d) * (x / mag) - 2.0 * current.velocity; + current.force += userForce; + current.recalculate(); + //std::cout << "force: " << current.momentum << std::endl; + Mf::integrate(current, t, dt); animation_.update(t, dt); - updateContainers(); -} - -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(); + //updateContainers(); } -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); - - 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]); - //std::cerr << "current force: " << current.force << 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(); +//} void Character::draw(Mf::Scalar alpha) const { State state = cml::lerp(previous, current, 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; @@ -156,6 +112,17 @@ void Character::draw(Mf::Scalar alpha) const glTexCoord2f(coords[6], coords[7]); glVertex3(state.position[0]-s, state.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); }