X-Git-Url: http://gitweb.pgornicz.com/gitweb.cgi?a=blobdiff_plain;f=src%2FEffects%2FScreen.cpp;h=9c0f28374d5d9c0a30477d537d8d4beaa8dd39a5;hb=3d1f081343dc603a3292538eeb9bd794b255deb6;hp=9d81238105f40db5e1114827fe93fc829e805550;hpb=094a13b85bb8ab6011907cdea75216cc1040b1c4;p=physics.git
diff --git a/src/Effects/Screen.cpp b/src/Effects/Screen.cpp
index 9d81238..9c0f283 100644
--- a/src/Effects/Screen.cpp
+++ b/src/Effects/Screen.cpp
@@ -1,8 +1,27 @@
+/*
+ * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ */
+
#include "Screen.h"
-#include "../debug.h"
-#include "../Entities/PhysicsEntity.h"
-#include "../Entities/Ball.h"
+#include "Entities/PhysicsEntity.h"
+#include "Entities/Ball.h"
+
+
+/// ***** Constructors/Destructors *****
Screen::Screen()
{
@@ -13,6 +32,35 @@ Screen::~Screen()
}
+/// ***** Public Class Methods *****
+
+Vector2 Screen::positionDelta(const PhysicsEntity* e, float time_step) const
+{
+ const Vector2& pos = e->positionRaw();
+
+ Vector2 acc(0,0);
+
+ float radius = 0;
+ const Ball* b = dynamic_cast(e);
+ if( b != NULL )
+ radius = b->getRadius();
+
+
+ if(pos.y > 600-radius)
+ acc.y += 600-radius - pos.y;
+
+ if(pos.y < 0+radius)
+ acc.y += 0+radius - pos.y;
+
+ if(pos.x > 800-radius)
+ acc.x += 800-radius - pos.x;
+
+ if(pos.x < 0+radius)
+ acc.x += 0+radius - pos.x;
+
+ return acc;
+}
+
Vector2 Screen::velocityDelta(const PhysicsEntity* e, float time_step) const
{
const Vector2& pos = e->positionRaw();
@@ -20,6 +68,7 @@ Vector2 Screen::velocityDelta(const PhysicsEntity* e, float time_step) const
Vector2 acc(0,0);
+ float CoR = e->CoR;
float radius = 0;
const Ball* b = dynamic_cast(e);
if( b != NULL )
@@ -27,16 +76,16 @@ Vector2 Screen::velocityDelta(const PhysicsEntity* e, float time_step) const
if(pos.y > 600-radius && velo.y > 0)
- acc.y += velo.y * -2;
+ acc.y += velo.y * -(1 + CoR);
if(pos.y < 0+radius && velo.y < 0)
- acc.y += velo.y * -2;
+ acc.y += velo.y * -(1 + CoR);
if(pos.x > 800-radius && velo.x > 0)
- acc.x += velo.x * -2;
+ acc.x += velo.x * -(1 + CoR);
if(pos.x < 0+radius && velo.x < 0)
- acc.x += velo.x * -2;
+ acc.x += velo.x * -(1 + CoR);
return acc;
}