+// $Id$
+//
+// SuperTux
+// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
//
-// C Implementation: physic
+// 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 2
+// of the License, or (at your option) any later version.
//
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de>, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
-//
-//
-#include <stdio.h>
-
-#include "scene.h"
-#include "defines.h"
-#include "physic.h"
-#include "timer.h"
+// 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, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+#include <config.h>
-float gravity;
+#include "physic.hpp"
Physic::Physic()
: ax(0), ay(0), vx(0), vy(0), gravity_enabled(true)
}
void
+Physic::set_velocity_x(float nvx)
+{
+ vx = nvx;
+}
+
+void
+Physic::set_velocity_y(float nvy)
+{
+ vy = -nvy;
+}
+
+void
Physic::set_velocity(float nvx, float nvy)
{
- vx = nvx;
- vy = -nvy;
+ vx = nvx;
+ vy = -nvy;
+}
+
+void Physic::inverse_velocity_x()
+{
+vx = -vx;
+}
+
+void Physic::inverse_velocity_y()
+{
+vy = -vy;
}
float
}
void
+Physic::set_acceleration_x(float nax)
+{
+ ax = nax;
+}
+
+void
+Physic::set_acceleration_y(float nay)
+{
+ ay = -nay;
+}
+
+void
Physic::set_acceleration(float nax, float nay)
{
ax = nax;
gravity_enabled = enable_gravity;
}
-void
-Physic::apply(float &x, float &y)
+Vector
+Physic::get_movement(float elapsed_time)
{
- 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;
}
+