| 1 | /* |
| 2 | * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com. |
| 3 | * |
| 4 | * This program is free software: you can redistribute it and/or modify |
| 5 | * it under the terms of the GNU General Public License as published by |
| 6 | * the Free Software Foundation, either version 3 of the License, or |
| 7 | * (at your option) any later version. |
| 8 | * |
| 9 | * This program is distributed in the hope that it will be useful, |
| 10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 12 | * GNU General Public License for more details. |
| 13 | * |
| 14 | * You should have received a copy of the GNU General Public License |
| 15 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 16 | */ |
| 17 | |
| 18 | #include "Screen.h" |
| 19 | |
| 20 | #include "Entities/PhysicsEntity.h" |
| 21 | #include "Entities/Ball.h" |
| 22 | |
| 23 | |
| 24 | /// ***** Constructors/Destructors ***** |
| 25 | |
| 26 | Screen::Screen() |
| 27 | { |
| 28 | |
| 29 | } |
| 30 | Screen::~Screen() |
| 31 | { |
| 32 | |
| 33 | } |
| 34 | |
| 35 | /// ***** Public Class Methods ***** |
| 36 | |
| 37 | Vector2 Screen::positionDelta(const PhysicsEntity* e, float /*time_step*/) const |
| 38 | { |
| 39 | const Vector2& pos = e->positionRaw(); |
| 40 | |
| 41 | Vector2 acc(0,0); |
| 42 | |
| 43 | float radius = 0; |
| 44 | const Ball* b = dynamic_cast<const Ball*>(e); |
| 45 | if( b != NULL ) |
| 46 | radius = b->getRadius(); |
| 47 | |
| 48 | |
| 49 | if(pos.m_fY > 600-radius) |
| 50 | acc.m_fY += 600-radius - pos.m_fY; |
| 51 | |
| 52 | if(pos.m_fY < 0+radius) |
| 53 | acc.m_fY += 0+radius - pos.m_fY; |
| 54 | |
| 55 | if(pos.m_fX > 800-radius) |
| 56 | acc.m_fX += 800-radius - pos.m_fX; |
| 57 | |
| 58 | if(pos.m_fX < 0+radius) |
| 59 | acc.m_fX += 0+radius - pos.m_fX; |
| 60 | |
| 61 | return acc; |
| 62 | } |
| 63 | |
| 64 | Vector2 Screen::velocityDelta(const PhysicsEntity* e, float /*time_step*/) const |
| 65 | { |
| 66 | const Vector2& pos = e->positionRaw(); |
| 67 | const Vector2& velo = e->velocityRaw(); |
| 68 | |
| 69 | Vector2 acc(0,0); |
| 70 | |
| 71 | float CoR = e->CoR; |
| 72 | float radius = 0; |
| 73 | const Ball* b = dynamic_cast<const Ball*>(e); |
| 74 | if( b != NULL ) |
| 75 | radius = b->getRadius(); |
| 76 | |
| 77 | |
| 78 | if(pos.m_fY > 600-radius && velo.m_fY > 0) |
| 79 | acc.m_fY += velo.m_fY * -(1 + CoR); |
| 80 | |
| 81 | if(pos.m_fY < 0+radius && velo.m_fY < 0) |
| 82 | acc.m_fY += velo.m_fY * -(1 + CoR); |
| 83 | |
| 84 | if(pos.m_fX > 800-radius && velo.m_fX > 0) |
| 85 | acc.m_fX += velo.m_fX * -(1 + CoR); |
| 86 | |
| 87 | if(pos.m_fX < 0+radius && velo.m_fX < 0) |
| 88 | acc.m_fX += velo.m_fX * -(1 + CoR); |
| 89 | |
| 90 | return acc; |
| 91 | } |