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Dogcows Code - chaz/yoink/blob - src/Character.cc
2 /*******************************************************************************
4 Copyright (c) 2009, Charles McGarvey
7 Redistribution and use in source and binary forms, with or without
8 modification, are permitted provided that the following conditions are met:
10 * Redistributions of source code must retain the above copyright notice,
11 this list of conditions and the following disclaimer.
12 * Redistributions in binary form must reproduce the above copyright notice,
13 this list of conditions and the following disclaimer in the documentation
14 and/or other materials provided with the distribution.
16 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
17 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
20 FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
21 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
22 SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
23 CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
24 OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
25 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 *******************************************************************************/
29 #include "Character.hh"
33 Character::Character(const std::string
& name
) :
38 current
.inverseMass
= 1.0 / current
.mass
;
40 current
.force
= Mf::Vector2(0.0, -120.0);
42 current
.position
= Mf::Vector2(64.0, 64.0);
43 current
.momentum
= Mf::Vector2(0.0, 0.0);
44 current
.recalculate();
51 Character::~Character()
58 void Character::update(Mf::Scalar t
, Mf::Scalar dt
)
61 Mf::integrate
<State
,Derivative
>(current
, t
, dt
);
63 animation_
.update(t
, dt
);
68 void Character::updateContainers()
70 aabb_
.init(Mf::Vector3(current
.position
[0]-16.0, current
.position
[1]-16.0, z
),
71 Mf::Vector3(current
.position
[0]+16.0, current
.position
[1]+16.0, z
));
72 sphere_
.point
= Mf::Vector3(current
.position
[0], current
.position
[1], z
);
73 sphere_
.radius
= (aabb_
.min
- sphere_
.point
).length();
76 void Character::handleEvent(const Mf::Event
& event
)
78 // really just for heroine...
80 Mf::Scalar force
= 500.0;
82 Mf::Vector2 left
= Mf::Vector2(-force
, 0.0);
83 Mf::Vector2 right
= Mf::Vector2(force
, 0.0);
84 Mf::Vector2 down
= Mf::Vector2(0.0, -force
);
85 Mf::Vector2 up
= Mf::Vector2(0.0, force
);
90 if (event
.key
.keysym
.sym
== SDLK_a
)
92 current
.force
+= left
;
94 else if (event
.key
.keysym
.sym
== SDLK_d
)
96 current
.force
+= right
;
98 else if (event
.key
.keysym
.sym
== SDLK_s
)
100 current
.force
+= down
;
102 else if (event
.key
.keysym
.sym
== SDLK_w
)
109 if (event
.key
.keysym
.sym
== SDLK_a
)
111 current
.force
-= left
;
113 else if (event
.key
.keysym
.sym
== SDLK_d
)
115 current
.force
-= right
;
117 else if (event
.key
.keysym
.sym
== SDLK_s
)
119 current
.force
-= down
;
121 else if (event
.key
.keysym
.sym
== SDLK_w
)
128 Mf::logInfo("current force [%f %f]", current
.force
[0], current
.force
[1]);
132 void Character::draw(Mf::Scalar alpha
) const
134 State state
= cml::lerp(previous
, current
, alpha
);
136 glColor3f(1.0f
, 1.0f
, 1.0f
);
139 Mf::Tilemap::Index frame
= animation_
.getFrame();
141 Mf::Scalar coords
[8];
142 tilemap_
.getTileCoords(frame
, coords
);
146 glBegin(GL_TRIANGLE_FAN
);
147 glTexCoord2f(coords
[0], coords
[1]);
148 glVertex3(state
.position
[0]-s
, state
.position
[1]-s
, z
);
149 glTexCoord2f(coords
[2], coords
[3]);
150 glVertex3(state
.position
[0]+s
, state
.position
[1]-s
, z
);
151 glTexCoord2f(coords
[4], coords
[5]);
152 glVertex3(state
.position
[0]+s
, state
.position
[1]+s
, z
);
153 glTexCoord2f(coords
[6], coords
[7]);
154 glVertex3(state
.position
[0]-s
, state
.position
[1]+s
, z
);
159 Mf::Tilemap
& Character::getTilemap()
164 Mf::Animation
& Character::getAnimation()
170 /** vim: set ts=4 sw=4 tw=80: *************************************************/
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