equal
deleted
inserted
replaced
33 |
33 |
34 uint32_t PhysicsWorld::getTick (void) { |
34 uint32_t PhysicsWorld::getTick (void) { |
35 return tick_counter; |
35 return tick_counter; |
36 } |
36 } |
37 |
37 |
38 PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass, Vector position, Vector velocity) |
38 PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass, |
39 : world(world), mass(mass), position(position), velocity(velocity), inAir(true), facing(3) { |
39 Vector position, Vector velocity) |
|
40 : world(world), mass(mass), position(position), |
|
41 velocity(velocity), facingRight(true), inAir(true) { |
40 |
42 |
41 world.addObject(this); |
43 world.addObject(this); |
42 } |
44 } |
43 |
45 |
44 Vector PhysicsObject::walk (bool right) { |
46 Vector PhysicsObject::walk (bool right) { |
370 if (this->aim > PLAYER_AIM_MAX) this->aim = PLAYER_AIM_MAX; |
372 if (this->aim > PLAYER_AIM_MAX) this->aim = PLAYER_AIM_MAX; |
371 if (this->aim < PLAYER_AIM_MIN) this->aim = PLAYER_AIM_MIN; |
373 if (this->aim < PLAYER_AIM_MIN) this->aim = PLAYER_AIM_MIN; |
372 //Engine::log(DEBUG, "PhysicsObject.changeAim") << "Player aim: " << this->aim; |
374 //Engine::log(DEBUG, "PhysicsObject.changeAim") << "Player aim: " << this->aim; |
373 } |
375 } |
374 |
376 |
375 void PhysicsObject::setFacing(bool right) { |
377 void PhysicsObject::setFacing(bool facingRight) { |
376 //Engine::log(DEBUG, "PhysicsObject.setFacing") << "Facing: " << right; |
378 //Engine::log(DEBUG, "PhysicsObject.setFacing") << "Facing: " << right; |
377 this->facing = right; |
379 this->facingRight = facingRight; |
378 } |
380 } |
379 |
381 |
380 void PhysicsObject::updatePhysics (Vector position, Vector velocity, bool inAir) { |
382 void PhysicsObject::updatePhysics (Vector position, Vector velocity, bool inAir) { |
381 this->position = position; |
383 this->position = position; |
382 this->velocity = velocity; |
384 this->velocity = velocity; |
386 Vector PhysicsObject::getPosition () { |
388 Vector PhysicsObject::getPosition () { |
387 return this->position; |
389 return this->position; |
388 } |
390 } |
389 |
391 |
390 bool PhysicsObject::getFacing() { |
392 bool PhysicsObject::getFacing() { |
391 return this->facing; |
393 return this->facingRight; |
392 } |
394 } |
393 |
395 |
394 float PhysicsObject::getAim() { |
396 float PhysicsObject::getAim() { |
395 return this->aim; |
397 return this->aim; |
396 } |
398 } |