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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 *******************************************************************************/
31 #include "Character.hh"
35 Character::Character(const std::string
& name
) :
40 current
.inverseMass
= 1.0 / current
.mass
;
43 current
.force
= Mf::Vector2(0.0, -120.0);
46 current
.position
= Mf::Vector2(64.0, 64.0);
47 current
.momentum
= Mf::Vector2(0.0, 0.0);
48 current
.recalculate();
56 void Character::update(Mf::Scalar t
, Mf::Scalar dt
)
60 Mf::Vector2 x
= current
.position
- Mf::Vector2(500.0, 200.0);
61 Mf::Scalar mag
= x
.length();
64 current
.force
= Mf::Vector2(0.0, -2000.0);
65 //current.force += -15.0 * x - 1.5 * current.velocity;
66 current
.force
+= -20.0 * (mag
- d
) * (x
/ mag
) - 2.0 * current
.velocity
;
67 current
.force
+= userForce
;
68 current
.recalculate();
69 //std::cout << "force: " << current.momentum << std::endl;
71 Mf::integrate
<State
,Derivative
>(current
, t
, dt
);
73 animation_
.update(t
, dt
);
78 void Character::updateContainers()
80 aabb_
.init(Mf::Vector3(current
.position
[0]-16.0, current
.position
[1]-16.0, z
),
81 Mf::Vector3(current
.position
[0]+16.0, current
.position
[1]+16.0, z
));
82 sphere_
.point
= Mf::Vector3(current
.position
[0], current
.position
[1], z
);
83 sphere_
.radius
= (aabb_
.min
- sphere_
.point
).length();
86 void Character::handleEvent(const Mf::Event
& event
)
88 // really just for heroine...
90 Mf::Scalar force
= 4000.0;
92 Mf::Vector2 left
= Mf::Vector2(-force
, 0.0);
93 Mf::Vector2 right
= Mf::Vector2(force
, 0.0);
94 Mf::Vector2 down
= Mf::Vector2(0.0, -force
);
95 Mf::Vector2 up
= Mf::Vector2(0.0, force
);
100 if (event
.key
.keysym
.sym
== SDLK_a
)
104 else if (event
.key
.keysym
.sym
== SDLK_d
)
108 else if (event
.key
.keysym
.sym
== SDLK_s
)
112 else if (event
.key
.keysym
.sym
== SDLK_w
)
119 if (event
.key
.keysym
.sym
== SDLK_a
)
123 else if (event
.key
.keysym
.sym
== SDLK_d
)
127 else if (event
.key
.keysym
.sym
== SDLK_s
)
131 else if (event
.key
.keysym
.sym
== SDLK_w
)
138 //Mf::logInfo("current force [%f %f]", current.force[0], current.force[1]);
139 //std::cerr << "current force: " << current.force << std::endl;
143 void Character::draw(Mf::Scalar alpha
) const
145 State state
= cml::lerp(previous
, current
, alpha
);
147 glColor3f(1.0f
, 1.0f
, 1.0f
);
150 Mf::Tilemap::Index frame
= animation_
.getFrame();
152 Mf::Scalar coords
[8];
153 tilemap_
.getTileCoords(frame
, coords
);
157 glBegin(GL_TRIANGLE_FAN
);
158 glTexCoord2f(coords
[0], coords
[1]);
159 glVertex3(state
.position
[0]-s
, state
.position
[1]-s
, z
);
160 glTexCoord2f(coords
[2], coords
[3]);
161 glVertex3(state
.position
[0]+s
, state
.position
[1]-s
, z
);
162 glTexCoord2f(coords
[4], coords
[5]);
163 glVertex3(state
.position
[0]+s
, state
.position
[1]+s
, z
);
164 glTexCoord2f(coords
[6], coords
[7]);
165 glVertex3(state
.position
[0]-s
, state
.position
[1]+s
, z
);
168 glColor3f(0.0f
, 0.0f
, 0.0f
);
169 Mf::Texture::resetBind();
171 glBegin(GL_TRIANGLES
);
172 glVertex3(480.0, 190.0, 64.0);
173 glVertex3(520.0, 190.0, 64.0);
174 glVertex3(500.0, 210.0, 64.0);
177 glColor3f(1.0f
, 1.0f
, 1.0f
);
181 Mf::Tilemap
& Character::getTilemap()
186 Mf::Animation
& Character::getAnimation()
192 /** vim: set ts=4 sw=4 tw=80: *************************************************/
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