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; }