#include <stdio.h>
#include "scene.h"
#include "defines.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()
{
}
void
Physic::reset()
{
ax = ay = vx = 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;
}
void Physic::inverse_velocity_x()
{
vx = -vx;
}
void Physic::inverse_velocity_y()
{
vy = -vy;
}
float
Physic::get_velocity_x()
{
return vx;
}
float
Physic::get_velocity_y()
{
return -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()
{
return ax;
}
float
Physic::get_acceleration_y()
{
return -ay;
}
void
Physic::enable_gravity(bool enable_gravity)
{
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;
}