#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
+Vector2 Screen::positionDelta(const PhysicsEntity* e, float /*time_step*/) const
{
const Vector2& pos = e->positionRaw();
radius = b->getRadius();
- if(pos.y > 600-radius)
- acc.y += 600-radius - pos.y;
+ if(pos.m_fY > 600-radius)
+ acc.m_fY += 600-radius - pos.m_fY;
- if(pos.y < 0+radius)
- acc.y += 0+radius - pos.y;
+ if(pos.m_fY < 0+radius)
+ acc.m_fY += 0+radius - pos.m_fY;
- if(pos.x > 800-radius)
- acc.x += 800-radius - pos.x;
+ if(pos.m_fX > 800-radius)
+ acc.m_fX += 800-radius - pos.m_fX;
- if(pos.x < 0+radius)
- acc.x += 0+radius - pos.x;
+ if(pos.m_fX < 0+radius)
+ acc.m_fX += 0+radius - pos.m_fX;
return acc;
}
-Vector2 Screen::velocityDelta(const PhysicsEntity* e, float time_step) const
+Vector2 Screen::velocityDelta(const PhysicsEntity* e, float /*time_step*/) const
{
const Vector2& pos = e->positionRaw();
const Vector2& velo = e->velocityRaw();
Vector2 acc(0,0);
- float CoR = e->CoR;
+ float CoR = e->m_CoR;
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 * -(1 + CoR);
+ if(pos.m_fY > 600-radius && velo.m_fY > 0)
+ acc.m_fY += velo.m_fY * -(1 + CoR);
- if(pos.y < 0+radius && velo.y < 0)
- acc.y += velo.y * -(1 + CoR);
+ if(pos.m_fY < 0+radius && velo.m_fY < 0)
+ acc.m_fY += velo.m_fY * -(1 + CoR);
- if(pos.x > 800-radius && velo.x > 0)
- acc.x += velo.x * -(1 + CoR);
+ if(pos.m_fX > 800-radius && velo.m_fX > 0)
+ acc.m_fX += velo.m_fX * -(1 + CoR);
- if(pos.x < 0+radius && velo.x < 0)
- acc.x += velo.x * -(1 + CoR);
+ if(pos.m_fX < 0+radius && velo.m_fX < 0)
+ acc.m_fX += velo.m_fX * -(1 + CoR);
return acc;
}