src/proto2/Physics.cc
changeset 128 890ac82cdcc0
parent 124 2fd698e04779
child 131 5a81c6dc5451
equal deleted inserted replaced
127:241830182118 128:890ac82cdcc0
    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 }