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- Implemented a scripted object that can be placed in a level and whose name is
[supertux.git]
/
src
/
physic.cpp
diff --git
a/src/physic.cpp
b/src/physic.cpp
index
3b90c6e
..
39ad54e
100644
(file)
--- a/
src/physic.cpp
+++ b/
src/physic.cpp
@@
-17,15
+17,9
@@
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
+#include <config.h>
-#include <stdio.h>
-
-#include "scene.h"
-#include "defines.h"
#include "physic.h"
#include "physic.h"
-#include "timer.h"
-#include "world.h"
-#include "level.h"
Physic::Physic()
: ax(0), ay(0), vx(0), vy(0), gravity_enabled(true)
Physic::Physic()
: ax(0), ay(0), vx(0), vy(0), gravity_enabled(true)
@@
-46,7
+40,7
@@
Physic::reset()
void
Physic::set_velocity_x(float nvx)
{
void
Physic::set_velocity_x(float nvx)
{
- vx =
-
nvx;
+ vx = nvx;
}
void
}
void
@@
-58,8
+52,8
@@
Physic::set_velocity_y(float nvy)
void
Physic::set_velocity(float nvx, float nvy)
{
void
Physic::set_velocity(float nvx, float nvy)
{
-
vx = nvx;
-
vy = -nvy;
+ vx = nvx;
+ vy = -nvy;
}
void Physic::inverse_velocity_x()
}
void Physic::inverse_velocity_x()
@@
-121,18
+115,18
@@
Physic::enable_gravity(bool enable_gravity)
gravity_enabled = enable_gravity;
}
gravity_enabled = enable_gravity;
}
-void
-Physic::
apply(float frame_ratio, float &x, float &y
)
+Vector
+Physic::
get_movement(float elapsed_time
)
{
{
- float gravity = World::current()->get_level()->gravity;
- float grav;
- if(gravity_enabled)
- grav = gravity / 100.0;
- else
- grav = 0;
+ float grav = gravity_enabled ? 1000 : 0;
+
+ Vector result(
+ vx * elapsed_time + ax * elapsed_time * elapsed_time,
+ vy * elapsed_time + (ay + grav) * elapsed_time * elapsed_time
+ );
+ vx += ax * elapsed_time;
+ vy += (ay + grav) * elapsed_time;
- x += vx * frame_ratio + ax * frame_ratio * frame_ratio;
- y += vy * frame_ratio + (ay + grav) * frame_ratio * frame_ratio;
- vx += ax * frame_ratio;
- vy += (ay + grav) * frame_ratio;
+ return result;
}
}
+