Effect methods changed from pure virtual to defaulting to a 0,0 vector
[physics.git] / src / Effects / Screen.cpp
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1#include "Screen.h"
2#include "../debug.h"
3
4#include "../Entities/PhysicsEntity.h"
094a13b8 5#include "../Entities/Ball.h"
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6
7Screen::Screen()
8{
9
10}
11Screen::~Screen()
12{
13
14}
15
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16Vector2 Screen::velocityDelta(const PhysicsEntity* e, float time_step) const
17{
18 const Vector2& pos = e->positionRaw();
19 const Vector2& velo = e->velocityRaw();
20
21 Vector2 acc(0,0);
22
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23 float radius = 0;
24 const Ball* b = dynamic_cast<const Ball*>(e);
25 if( b != NULL )
26 radius = b->getRadius();
27
28
29 if(pos.y > 600-radius && velo.y > 0)
2c18685d 30 acc.y += velo.y * -2;
2c18685d 31
094a13b8 32 if(pos.y < 0+radius && velo.y < 0)
2c18685d 33 acc.y += velo.y * -2;
2c18685d 34
094a13b8 35 if(pos.x > 800-radius && velo.x > 0)
2c18685d 36 acc.x += velo.x * -2;
2c18685d 37
094a13b8 38 if(pos.x < 0+radius && velo.x < 0)
2c18685d 39 acc.x += velo.x * -2;
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40
41 return acc;
42}