#include "Screen.h"
-#include "../Entities/PhysicsEntity.h"
-#include "../Entities/Ball.h"
+#include "Entities/PhysicsEntity.h"
+#include "Entities/Ball.h"
/// ***** Constructors/Destructors *****
/// ***** 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<const Ball*>(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();
Vector2 acc(0,0);
+ float CoR = e->CoR;
float radius = 0;
const Ball* b = dynamic_cast<const Ball*>(e);
if( b != NULL )
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;
}