{
public:
Physic();
+ ~Physic();
+
+ /// Resets all velocities and accelerations to 0.
+ void reset();
+
+ /// Sets velocity to a fixed value.
+ void set_velocity(float vx, float vy);
+ void set_velocity(const Vector& vector);
+
+ void set_velocity_x(float vx);
+ void set_velocity_y(float vy);
+
+ /// Velocities invertion.
+ void inverse_velocity_x();
+ void inverse_velocity_y();
+
+ Vector get_velocity() const;
+ float get_velocity_x() const;
+ float get_velocity_y() const;
+
+ /// Set acceleration.
+ /** Sets acceleration applied to the object. (Note that gravity is
+ * eventually added to the vertical acceleration)
+ */
+ void set_acceleration(float ax, float ay);
+
+ void set_acceleration_x(float ax);
+ void set_acceleration_y(float ay);
+
+ Vector get_acceleration() const;
+ float get_acceleration_x() const;
+ float get_acceleration_y() const;
+
+ /// Enables or disables handling of gravity.
+ void enable_gravity(bool gravity_enabled);
+ bool gravity_enabled() const;
+
+ /// Set gravity to apply to object when enabled
+ void set_gravity(float gravity);
+
+ /// Get gravity to apply to object when enabled
+ float get_gravity() const;
Vector get_movement(float elapsed_time);
+private:
/// horizontal and vertical acceleration
float ax, ay;
/// horizontal and vertical velocity
float vx, vy;
/// should we respect gravity in our calculations?
- bool gravity_enabled;
- /// current gravity to apply to object, if enabled
+ bool gravity_enabled_flag;
+ /// current gravity (multiplied by 100) to apply to object, if enabled
float gravity;
};
+class UsesPhysic
+{
+public:
+ Physic physic;
+ friend class Sector;
+};
+
#endif