X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fyoink;a=blobdiff_plain;f=src%2FCharacter.cc;h=ac5f8bcb6693349b44679613279465f36fdd7546;hp=1797f008552c29c000d83754e37d6a7c7829d68f;hb=25aefe01ef7dbdb603c51411e04b0d6a6107684f;hpb=c2321281bf12a7efaedde930422c7ddbc92080d4 diff --git a/src/Character.cc b/src/Character.cc index 1797f00..ac5f8bc 100644 --- a/src/Character.cc +++ b/src/Character.cc @@ -26,30 +26,164 @@ *******************************************************************************/ +#include + #include "Character.hh" +#include "Log.hh" Character::Character(const std::string& name) : - tilemap(name), - animation(name) {} + tilemap_(name), + animation_(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(); +} + + +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 = -5 * (current.position - Mf::Vector2(500.0, 200.0)) + - 2.0 * current.velocity; + current.recalculate(); + std::cout << "force: " << current.momentum << std::endl; + + Mf::integrate(current, t, dt); + + animation_.update(t, dt); -Character::~Character() + updateContainers(); +} + +void Character::updateContainers() { - //delete texture; - //delete anim; + 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::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) + { + userForce += left; + } + else if (event.key.keysym.sym == SDLK_d) + { + userForce += right; + } + else if (event.key.keysym.sym == SDLK_s) + { + userForce += down; + } + else if (event.key.keysym.sym == SDLK_w) + { + userForce += up; + } + break; + + case SDL_KEYUP: + if (event.key.keysym.sym == SDLK_a) + { + userForce -= left; + } + else if (event.key.keysym.sym == SDLK_d) + { + userForce -= right; + } + else if (event.key.keysym.sym == SDLK_s) + { + userForce -= down; + } + else if (event.key.keysym.sym == SDLK_w) + { + userForce -= up; + } + break; + } + + //Mf::logInfo("current force [%f %f]", current.force[0], current.force[1]); + //std::cerr << "current force: " << current.force << std::endl; +} + + +void Character::draw(Mf::Scalar alpha) const +{ + State state = cml::lerp(previous, current, alpha); + + glColor3f(1.0f, 1.0f, 1.0f); + tilemap_.bind(); + + Mf::Tilemap::Index frame = animation_.getFrame(); + + Mf::Scalar coords[8]; + tilemap_.getTileCoords(frame, coords); + + Mf::Scalar s = 16.0; + + glBegin(GL_TRIANGLE_FAN); + glTexCoord2f(coords[0], coords[1]); + glVertex3(state.position[0]-s, state.position[1]-s, z); + glTexCoord2f(coords[2], coords[3]); + glVertex3(state.position[0]+s, state.position[1]-s, z); + glTexCoord2f(coords[4], coords[5]); + glVertex3(state.position[0]+s, state.position[1]+s, z); + 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); +} -void Character::draw(Mf::Scalar alpha) {} Mf::Tilemap& Character::getTilemap() { - return tilemap; + return tilemap_; } Mf::Animation& Character::getAnimation() { - return animation; + return animation_; }