#include "../debug.h"
#include "../Entities/PhysicsEntity.h"
+#include "../Entities/Ball.h"
Screen::Screen()
{
}
-Vector2 Screen::positionDelta(const PhysicsEntity*, float) const
-{
- return Vector2(0,0);
-}
-
Vector2 Screen::velocityDelta(const PhysicsEntity* e, float time_step) const
{
const Vector2& pos = e->positionRaw();
Vector2 acc(0,0);
- if(pos.y > 600 && velo.y > 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 += velo.y * -2;
- }
- if(pos.y < 0 && velo.y < 0)
- {
+ if(pos.y < 0+radius && velo.y < 0)
acc.y += velo.y * -2;
- }
- if(pos.x > 800 && velo.x > 0)
- {
+ if(pos.x > 800-radius && velo.x > 0)
acc.x += velo.x * -2;
- }
- if(pos.x < 0 && velo.x < 0)
- {
+ if(pos.x < 0+radius && velo.x < 0)
acc.x += velo.x * -2;
- }
return acc;
}
-
-Vector2 Screen::forceDelta(const PhysicsEntity*, float) const
-{
- return Vector2(0,0);
-}