+/*
+ * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
#include "Screen.h"
-#include "../debug.h"
-#include "../Entities/PhysicsEntity.h"
+#include "Entities/PhysicsEntity.h"
+#include "Entities/Ball.h"
+
+
+/// ***** Constructors/Destructors *****
Screen::Screen()
{
}
-Vector2 Screen::positionDelta(const PhysicsEntity*, float) const
-{
- return Vector2(0,0);
-}
+/// ***** Public Class Methods *****
-Vector2 Screen::velocityDelta(const PhysicsEntity* e, float time_step) const
+Vector2 Screen::positionDelta(const PhysicsEntity* e, float /*time_step*/) const
{
const Vector2& pos = e->positionRaw();
- const Vector2& velo = e->velocityRaw();
Vector2 acc(0,0);
- if(pos.y > 600 && velo.y > 0)
- {
- acc.y += velo.y * -2;
- }
+ float radius = 0;
+ const Ball* b = dynamic_cast<const Ball*>(e);
+ if( b != NULL )
+ radius = b->getRadius();
+
+
+ if(pos.m_fY > 600-radius)
+ acc.m_fY += 600-radius - pos.m_fY;
- if(pos.y < 0 && velo.y < 0)
- {
- acc.y += velo.y * -2;
- }
+ if(pos.m_fY < 0+radius)
+ acc.m_fY += 0+radius - pos.m_fY;
- if(pos.x > 800 && velo.x > 0)
- {
- acc.x += velo.x * -2;
- }
+ if(pos.m_fX > 800-radius)
+ acc.m_fX += 800-radius - pos.m_fX;
- if(pos.x < 0 && velo.x < 0)
- {
- acc.x += velo.x * -2;
- }
+ if(pos.m_fX < 0+radius)
+ acc.m_fX += 0+radius - pos.m_fX;
return acc;
}
-Vector2 Screen::forceDelta(const PhysicsEntity*, float) const
+Vector2 Screen::velocityDelta(const PhysicsEntity* e, float /*time_step*/) const
{
- return Vector2(0,0);
+ const Vector2& pos = e->positionRaw();
+ const Vector2& velo = e->velocityRaw();
+
+ Vector2 acc(0,0);
+
+ float CoR = e->m_CoR;
+ float radius = 0;
+ const Ball* b = dynamic_cast<const Ball*>(e);
+ if( b != NULL )
+ radius = b->getRadius();
+
+
+ if(pos.m_fY > 600-radius && velo.m_fY > 0)
+ acc.m_fY += velo.m_fY * -(1 + CoR);
+
+ if(pos.m_fY < 0+radius && velo.m_fY < 0)
+ acc.m_fY += velo.m_fY * -(1 + CoR);
+
+ if(pos.m_fX > 800-radius && velo.m_fX > 0)
+ acc.m_fX += velo.m_fX * -(1 + CoR);
+
+ if(pos.m_fX < 0+radius && velo.m_fX < 0)
+ acc.m_fX += velo.m_fX * -(1 + CoR);
+
+ return acc;
}