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#include "common.hpp"
namespace game {
class unit_t : public world::entity_t {
};
struct {
struct {
render::oriented_sprite_4M_t head_idle, body_idle;
render::oriented_sprite_4M2_t legs_idle, legs_walking;
} human;
} assets;
bool load_assets(void)
{
assets.human.head_idle.load("assets/units/human/head_idle", 1, 1, 1);
assets.human.body_idle.load("assets/units/human/body_idle", 2, 2, 2);
assets.human.legs_idle.load("assets/units/human/legs_idle", 2, 2);
assets.human.legs_walking.load("assets/units/human/legs_walking", 2, 2);
return true;
}
class human_t : public unit_t {
public:
float angle = 0.0f;
bool walking = false;
float stalin = 0.0f;
void render_to(render::state_t *render)
{
render->render((walking ? &assets.human.legs_walking :
&assets.human.legs_idle), bounds, angle);
render->render(&assets.human.body_idle, bounds, angle);
render->render(&assets.human.head_idle, bounds, angle);
}
};
static std::list<human_t> humans;
void state_t::start(void)
{
}
void state_t::tick(void)
{
if (rand() % 5 == 0) {
humans.emplace(humans.end());
human_t &human = *(--humans.end());
human.bounds.left = 0.33f;
human.bounds.top = 0;
human.bounds.width = 0.66f;
human.bounds.height = 1.0f;
human.link(&world);
}
for (human_t &human : humans) {
human.stalin -= ((float)rand() / RAND_MAX) * 0.1f;
human.walking = false;
if (human.stalin < 0) {
human.walking = true;
human.angle += (rand() & 2 ? 0.2f : -0.2f);
human.unlink();
human.bounds.left += cos(human.angle) * 0.04;
human.bounds.top += sin(human.angle) * 0.04;
human.link(&world);
}
if (human.stalin < -4.0f)
human.stalin = 2.0f;
}
}
} //namespace game
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