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#include "common.hpp"
namespace game {
class unit_t : public world::entity_t {
};
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)
{
for (size_t i = 0; i < 5; i++) {
humans.emplace(humans.end());
human_t &human = *(--humans.end());
human.bounds.v[0] = v2f_t(0.33f, 0);
human.bounds.v[1] = human.bounds.v[0] + v2f_t(0.66f, 1.0f);
human.render_bounds = human.bounds;
human.link(&world);
}
}
void state_t::tick(void)
{
for (human_t &human : humans) {
human.stalin -= ((float)rand() / RAND_MAX) * 0.1f;
human.walking = false;
if (human.stalin < 0) {
v2f_t delta;
human.walking = true;
human.angle += (rand() & 2 ? 0.2f : -0.2f);
human.unlink();
delta = v2f_t(cos(human.angle), sin(human.angle)) * 0.04;
human.bounds[0] += delta;
human.bounds[1] += delta;
human.render_bounds = human.bounds;
human.link(&world);
}
if (human.stalin < -4.0f)
human.stalin = (float)rand() / RAND_MAX * 3.0f;
}
}
} //namespace game
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