/// ***** Public Class Methods *****
+Vector2 Screen::positionDelta(const PhysicsEntity* e, float time_step) const
+{
+ const Vector2& pos = e->positionRaw();
+ const Vector2& velo = e->velocityRaw();
+
+ Vector2 acc(0,0);
+
+ float radius = 0;
+ const Ball* b = dynamic_cast<const Ball*>(e);
+ if( b != NULL )
+ radius = b->getRadius();
+
+
+ if(pos.y > 600-radius && velo.y > 0)
+ acc.y += 600-radius - pos.y;
+
+ if(pos.y < 0+radius && velo.y < 0)
+ acc.y += 0+radius - pos.y;
+
+ if(pos.x > 800-radius && velo.x > 0)
+ acc.x += 800-radius - pos.x;
+
+ if(pos.x < 0+radius && velo.x < 0)
+ acc.x += 0+radius - pos.x;
+
+ return acc;
+}
+
Vector2 Screen::velocityDelta(const PhysicsEntity* e, float time_step) const
{
const Vector2& pos = e->positionRaw();
DEPS := $(addprefix ${DEPSDIR},${DEPS})
HRDS := ${SRCS:.cpp=.h}
-HRDS := ${HRDS:main.h=} # remove main.h
+HRDS := $(filter-out main.h,$HRDS) # remove main.h
HRDS += debug.h
HRDS += graphics/colors.h