Kuu n?kyy!
authorekku
Thu, 20 Nov 2008 23:20:44 +0000
changeset 88 7431cd0cf900
parent 87 fa9512ace722
child 89 825c4613e087
Kuu n?kyy!
src/proto2/GameState.hh
src/proto2/Graphics.cc
src/proto2/Physics.cc
src/proto2/Physics.hh
--- a/src/proto2/GameState.hh	Thu Nov 20 23:05:07 2008 +0000
+++ b/src/proto2/GameState.hh	Thu Nov 20 23:20:44 2008 +0000
@@ -10,7 +10,7 @@
 // in cells/kg
 const uint16_t MAP_WIDTH = 800;
 const uint16_t MAP_HEIGHT = 600;
-const float MAP_GRAVITY = 100.0;
+const float MAP_GRAVITY = 1200.0;
 const float PLAYER_MASS = 10.0;
 const float PLAYER_MOVE_FORCE = 5000.0;
 const float PLAYER_INITIAL_X = 400.0;
--- a/src/proto2/Graphics.cc	Thu Nov 20 23:05:07 2008 +0000
+++ b/src/proto2/Graphics.cc	Thu Nov 20 23:20:44 2008 +0000
@@ -12,18 +12,17 @@
 
     Vector tmp;
     CL_Color color;
-    Engine::log(DEBUG, "Graphics") << "Mui.";
     CL_PixelBuffer terr(MAP_WIDTH, MAP_HEIGHT, 3*MAP_WIDTH, CL_PixelFormat::rgb888);
     
     
     for (tmp.x = 0; tmp.x < MAP_WIDTH; tmp.x++) {
         for (tmp.y = 0; tmp.y < MAP_HEIGHT; tmp.y++) {
             if (state.getType(tmp) == EMPTY) {
-                color = CL_Color::white;
+                color = CL_Color(80, 35, 0);
             } else if (state.getType(tmp) == DIRT) {
-                color = CL_Color::brown;
+                color = CL_Color(144, 82, 23);
             } else if (state.getType(tmp) == ROCK) {
-                color = CL_Color::grey;
+                color = CL_Color(132, 136, 135);
             } else {
                 // Fale
             }
@@ -32,7 +31,7 @@
     }
     terrain = CL_Surface(terr);
  
-    Engine::log(DEBUG, "Graphics") << "Tällä ollaan.";
+    Engine::log(DEBUG, "Graphics") << "Taalla ollaan.";
 
     // connect timer signal
     slots.connect(update_timer.sig_timer(), this, &Graphics::on_update);
--- a/src/proto2/Physics.cc	Thu Nov 20 23:05:07 2008 +0000
+++ b/src/proto2/Physics.cc	Thu Nov 20 23:20:44 2008 +0000
@@ -7,7 +7,9 @@
 #include <cmath>
 
 PhysicsWorld::PhysicsWorld (Vector gravity, Vector dimensions)
-    : tick_timer(PHYSICS_TICK_MS), gravity(gravity), dimensions(dimensions), terrain(dimensions.x, std::vector<TerrainType>(dimensions.y, DIRT)) {
+    : tick_timer(PHYSICS_TICK_MS), gravity(gravity), dimensions(dimensions), terrain(dimensions.x, std::vector<TerrainType>(dimensions.y, EMPTY)) {
+
+	generateTerrain(1337);
 
     slots.connect(tick_timer.sig_timer(), this, &PhysicsWorld::tick);
     tick_timer.enable();
@@ -53,7 +55,7 @@
 
     Vector newPosition = posAfterTick /*+ (velAfterTick * PHYSICS_TICK_MS)/1000*/;
     this->velocity = velAfterTick;
-    Engine::log(DEBUG, "PhysicsObject.updatePosition") << "Nopeus: "<<this->velocity;
+    //Engine::log(DEBUG, "PhysicsObject.updatePosition") << "Nopeus: "<<this->velocity;
     /*
     this->velocity += world.gravity * (PHYSICS_TICK_MS / 1000.0);
 
@@ -194,7 +196,7 @@
     // some constants to control random generation
     const int min_range = 10;
     const int max_range = 40;
-    const int num = 30;
+    const int num = 1;
     const int rock_rarity = 4; // 1 / rock_rarity will be rock circle
 
     // loops for amount of circles
@@ -202,16 +204,17 @@
         // information of new circle
         int midx = rand()%(int)dimensions.x;
         int midy = rand()%(int)dimensions.y;
+        int range = rand()%(max_range-min_range)+min_range;
 
         // put first circle in the middle of the cave
 		// so that we have some area we can certainly spawn into 
 		if(i == 0) {
-			midx = dimensions.x / 2;
-			midy = dimensions.y / 2;
+			midx = 60;
+			midy = 60;
+			range = 50;
 		}
 
-        int range = rand()%(max_range-min_range)+min_range;
-        TerrainType type = EMPTY;
+        TerrainType type = DIRT;
         if(rand()%rock_rarity == 0) {
             type = ROCK;
         }
--- a/src/proto2/Physics.hh	Thu Nov 20 23:05:07 2008 +0000
+++ b/src/proto2/Physics.hh	Thu Nov 20 23:20:44 2008 +0000
@@ -59,6 +59,10 @@
     // or firmly on the ground. Affects to physics.
     bool inAir;
 
+	// Shape of the object.
+	// //TODO
+	std::vector<Vector> edges;
+
     // Force queue that is emptied on every tick
     std::queue<Force> forceq;
     Vector posAfterTick;