// Copyright: See COPYING file that comes with this distribution
//
//
-
#include <stdio.h>
+
+#include "scene.h"
#include "defines.h"
#include "physic.h"
+#include "timer.h"
+#include "world.h"
+#include "level.h"
-float gravity;
-
-void physic_init(physic_type* pphysic)
+Physic::Physic()
+ : ax(0), ay(0), vx(0), vy(0), gravity_enabled(true)
{
- pphysic->state = -1;
- pphysic->start_time = 0;
- pphysic->start_vy = 0;
}
-int physic_get_state(physic_type* pphysic)
+Physic::~Physic()
{
- return pphysic->state;
}
-void physic_set_state(physic_type* pphysic, int nstate)
+void
+Physic::reset()
{
- pphysic->state = nstate;
- pphysic->start_time = st_get_ticks();
+ ax = ay = vx = vy = 0;
+ gravity_enabled = true;
}
-void physic_set_start_vy(physic_type* pphysic, float start_vy)
+void
+Physic::set_velocity(float nvx, float nvy)
{
- pphysic->start_vy = start_vy;
+ vx = nvx;
+ vy = -nvy;
}
-void physic_set_start_vx(physic_type* pphysic, float start_vx)
+void Physic::inverse_velocity_x()
{
- pphysic->start_vx = start_vx;
+vx = -vx;
}
-void physic_set_acceleration(physic_type* pphysic, float acceleration)
+void Physic::inverse_velocity_y()
{
- pphysic->acceleration = acceleration;
+vy = -vy;
}
+float
+Physic::get_velocity_x()
+{
+ return vx;
+}
-int physic_is_set(physic_type* pphysic)
+float
+Physic::get_velocity_y()
{
- if(pphysic->state != -1)
- return YES;
- else
- return NO;
+ return -vy;
}
-float physic_get_velocity(physic_type* pphysic)
+void
+Physic::set_acceleration(float nax, float nay)
{
- if(pphysic->state == PH_VT)
- return - (pphysic->start_vy - gravity* ((float)(st_get_ticks() - pphysic->start_time))/1000.);
- else if(pphysic->state == PH_HA)
- return - (pphysic->start_vx - pphysic->acceleration * ((float)(st_get_ticks() - pphysic->start_time))/1000.);
+ ax = nax;
+ ay = -nay;
}
-float physic_get_max_distance(physic_type* pphysic)
+float
+Physic::get_acceleration_x()
{
- return (pphysic->start_vy * pphysic->start_vy / 2.*gravity);
+ return ax;
}
-unsigned int physic_get_max_time(physic_type* pphysic)
+float
+Physic::get_acceleration_y()
{
- return (unsigned int)((pphysic->start_vy / gravity) * 1000);
+ return -ay;
}
-unsigned int physic_get_time_gone(physic_type* pphysic)
+void
+Physic::enable_gravity(bool enable_gravity)
{
- return st_get_ticks() - pphysic->start_time;
+ gravity_enabled = enable_gravity;
}
+void
+Physic::apply(float frame_ratio, float &x, float &y)
+{
+ float gravity = World::current()->get_level()->gravity;
+ float grav;
+ if(gravity_enabled)
+ grav = gravity / 100.0;
+ else
+ grav = 0;
+ 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;
+}