# HG changeset patch # User saiam # Date 1227911183 0 # Node ID 890ac82cdcc03788a1f6118398accd015eabd6ea # Parent 241830182118b5be845f69ec5ccbd145ffd5b7d8 Documenting more, cleaning variables. This code needs some serious rewriting. (And we havent too many features either) diff -r 241830182118 -r 890ac82cdcc0 src/proto2/Physics.cc --- a/src/proto2/Physics.cc Fri Nov 28 18:23:57 2008 +0000 +++ b/src/proto2/Physics.cc Fri Nov 28 22:26:23 2008 +0000 @@ -35,8 +35,10 @@ return tick_counter; } -PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass, Vector position, Vector velocity) - : world(world), mass(mass), position(position), velocity(velocity), inAir(true), facing(3) { +PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass, + Vector position, Vector velocity) + : world(world), mass(mass), position(position), + velocity(velocity), facingRight(true), inAir(true) { world.addObject(this); } @@ -372,9 +374,9 @@ //Engine::log(DEBUG, "PhysicsObject.changeAim") << "Player aim: " << this->aim; } -void PhysicsObject::setFacing(bool right) { +void PhysicsObject::setFacing(bool facingRight) { //Engine::log(DEBUG, "PhysicsObject.setFacing") << "Facing: " << right; - this->facing = right; + this->facingRight = facingRight; } void PhysicsObject::updatePhysics (Vector position, Vector velocity, bool inAir) { @@ -388,7 +390,7 @@ } bool PhysicsObject::getFacing() { - return this->facing; + return this->facingRight; } float PhysicsObject::getAim() { diff -r 241830182118 -r 890ac82cdcc0 src/proto2/Physics.hh --- a/src/proto2/Physics.hh Fri Nov 28 18:23:57 2008 +0000 +++ b/src/proto2/Physics.hh Fri Nov 28 22:26:23 2008 +0000 @@ -93,7 +93,23 @@ */ TerrainType getType(Vector pos) const; + /** + * Remove ground from the terrain. Removes a circle with given + * radius. + * + * @param x center x coordinate + * @param y center y coordinate + * @param r circle radius + */ void removeGround(int x, int y, float r); + + /** + * Remove ground from the terrain. Removes a circle with given + * radius. + * + * @param pos circle center + * @param r circle radius + */ void removeGround(Vector pos, float r); }; @@ -104,11 +120,9 @@ float mass; Vector position; Vector velocity; - // Whether the object (worms mainly) is in the air - // or firmly on the ground. Affects to physics. - bool inAir; - float aim; - uint8_t facing; + float aim; // Aim direction (half circle) + bool facingRight; // Player facing + bool inAir; // Is the object "on the ground" // Shape of the object. We use a polygon with 4 edges // to make easy to draw with Clanlib. The coordinates