Added ugly default key for console (Ctrl-c then F1) that works even if console is...
[supertux.git] / src / physic.cpp
index 84eb892..cdc3787 100644 (file)
 #include "physic.hpp"
 
 Physic::Physic()
-    : ax(0), ay(0), vx(0), vy(0), gravity_enabled(true), gravity(1000)
+    : ax(0), ay(0), vx(0), vy(0), gravity_enabled_flag(true), gravity(10 * 100)
 {
 }
 
+Physic::~Physic()
+{
+}
+
+void
+Physic::reset()
+{
+    ax = ay = vx = vy = 0;
+    gravity_enabled_flag = 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;
+}
+
+void
+Physic::set_velocity(const Vector& vector)
+{
+  vx = vector.x;
+  vy = vector.y;
+}
+
+void Physic::inverse_velocity_x()
+{
+  vx = -vx;
+}
+
+void Physic::inverse_velocity_y()
+{
+  vy = -vy;
+}
+
+float
+Physic::get_velocity_x() const
+{
+    return vx;
+}
+
+float
+Physic::get_velocity_y() const
+{
+    return vy;
+}
+
+Vector
+Physic::get_velocity() const
+{
+  return Vector(vx, vy);
+}
+
+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;
+  ay = nay;
+}
+
+float
+Physic::get_acceleration_x() const
+{
+  return ax;
+}
+
+float
+Physic::get_acceleration_y() const
+{
+  return ay;
+}
+
+Vector
+Physic::get_acceleration() const
+{
+  return Vector(ax, ay);
+}
+
+void
+Physic::enable_gravity(bool enable_gravity)
+{
+  gravity_enabled_flag = enable_gravity;
+}
+
+bool
+Physic::gravity_enabled() const
+{
+  return gravity_enabled_flag;
+}
+
+void
+Physic::set_gravity(float gravity)
+{
+  this->gravity = gravity * 100;
+}
+
+float
+Physic::get_gravity() const
+{
+  return gravity / 100;
+}
+
 Vector
 Physic::get_movement(float elapsed_time)
 {
-  float grav = gravity_enabled ? gravity : 0;
+  float grav = gravity_enabled_flag ? gravity : 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;
+  Vector result(vx * elapsed_time, vy * elapsed_time);
 
   return result;
 }