src/PhysicsObject.cc
changeset 264 215de3d4de60
parent 257 549783d71e51
child 265 d97bf6790c22
--- a/src/PhysicsObject.cc	Sun Dec 07 21:10:04 2008 +0000
+++ b/src/PhysicsObject.cc	Sun Dec 07 21:18:09 2008 +0000
@@ -5,7 +5,7 @@
 #include <cmath>
 
 PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass, Vector position, Vector velocity, bool enabled) :
-    world(world), position(position), velocity(velocity), mass(mass), inAir(true), aim(0), facingRight(true), 
+    world(world), position(position), velocity(velocity), mass(mass), inAir(true), aim(0), facing(FACING_RIGHT), 
     alive(false), shouldDelete(false), pivot(NULL)
 {  
     if (enabled)
@@ -300,16 +300,15 @@
     //Engine::log(DEBUG, "PhysicsObject.changeAim") << "Player aim: " << this->aim;
 }
 
-void PhysicsObject::setFacing(bool facingRight) {
-    //Engine::log(DEBUG, "PhysicsObject.setFacing") << "Facing: " << right;
-    this->facingRight = facingRight;
+void PhysicsObject::setFacing (FacingDirection facing) {
+    this->facing = facing;
 }
 
-void PhysicsObject::updatePhysics (Vector position, Vector velocity, bool inAir, bool facingRight, float aim) {
+void PhysicsObject::updatePhysics (Vector position, Vector velocity, bool inAir, FacingDirection facing, float aim) {
     this->position = position;
     this->velocity = velocity;
     this->inAir = inAir;
-    this->facingRight = facingRight;
+    this->facing = facing;
     this->aim = aim;
 }
 
@@ -325,8 +324,8 @@
     return velocity;
 }
 
-bool PhysicsObject::getFacing (void) const {
-    return facingRight;
+FacingDirection PhysicsObject::getFacing (void) const {
+    return facing;
 }
 
 float PhysicsObject::getAim (void) const {
@@ -334,7 +333,7 @@
 }
 
 Vector PhysicsObject::getDirection (void) const {
-    return facingRight ? Vector(cos(aim), -sin(aim)) : Vector(-cos(aim), -sin(aim));
+    return facing == FACING_RIGHT ? Vector(cos(aim), -sin(aim)) : Vector(-cos(aim), -sin(aim));
 }
 
 const std::vector<Vector>& PhysicsObject::getShape () const {
@@ -392,31 +391,7 @@
     }
 }
 
-float PhysicsObject::getPivotForce (PhysicsObject *bob) { return 0.0; }
-
-void PhysicsObject::draw(CL_GraphicContext *gc) {
-    CL_Quad player(
-                   (position+shape[0]).x, (position+shape[0]).y,
-                   (position+shape[1]).x, (position+shape[1]).y,
-                   (position+shape[2]).x, (position+shape[2]).y,
-                   (position+shape[3]).x, (position+shape[3]).y
-                   );
-    
-    gc->fill_quad(player, CL_Color::green);
-    
-    const uint16_t chlen = 10;
-    uint16_t x = player.center().x;
-    uint16_t y = player.center().y;
-    if (facingRight) {
-        gc->draw_line(x, y,
-                      x + std::cos(aim)*chlen,
-                      y - std::sin(aim)*chlen,
-                      CL_Color::black);
-    } else {
-        gc->draw_line(x, y,
-                      x - std::cos(aim)*chlen,
-                      y - std::sin(aim)*chlen,
-                      CL_Color::black);
-    }
+float PhysicsObject::getPivotForce (PhysicsObject *bob) { 
+    return 0.0; 
 }