- reduced jump tolleranze to two tiles
[supertux.git] / src / physic.cpp
index 0f6fdde..aecc01e 100644 (file)
+//  $Id$
+// 
+//  SuperTux
+//  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
 //
-// C Implementation: physic
-//
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de>, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
-//
+//  This program is free software; you can redistribute it and/or
+//  modify it under the terms of the GNU General Public License
+//  as published by the Free Software Foundation; either version 2
+//  of the License, or (at your option) any later version.
 //
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU General Public License for more details.
+// 
+//  You should have received a copy of the GNU General Public License
+//  along with this program; if not, write to the Free Software
+//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+//  02111-1307, USA.
 
 #include <stdio.h>
+
+#include "scene.h"
 #include "defines.h"
 #include "physic.h"
+#include "timer.h"
+#include "world.h"
+#include "level.h"
 
-float gravity;
+Physic::Physic()
+    : ax(0), ay(0), vx(0), vy(0), gravity_enabled(true)
+{
+}
 
-void physic_init(physic_type* pphysic)
+Physic::~Physic()
 {
-  pphysic->state = -1;
-  pphysic->start_time = 0;
-  pphysic->start_vy = 0;
 }
 
-int physic_get_state(physic_type* pphysic)
+void
+Physic::reset()
 {
-  return pphysic->state;
+    ax = ay = vx = vy = 0;
+    gravity_enabled = true;
 }
 
-void physic_set_state(physic_type* pphysic, int nstate)
+void
+Physic::set_velocity_x(float nvx)
 {
-  pphysic->state = nstate;
-  pphysic->start_time = st_get_ticks();
+  vx = nvx;
 }
 
-void physic_set_start_vy(physic_type* pphysic, float start_vy)
+void
+Physic::set_velocity_y(float nvy)
 {
-  pphysic->start_vy = start_vy;
+  vy = -nvy;
 }
 
-void physic_set_start_vx(physic_type* pphysic, float start_vx)
+void
+Physic::set_velocity(float nvx, float nvy)
 {
-  pphysic->start_vx = start_vx;
+  vx = nvx;
+  vy = -nvy;
 }
 
-void physic_set_acceleration(physic_type* pphysic, float acceleration)
+void Physic::inverse_velocity_x()
 {
-  pphysic->acceleration = acceleration;
+vx = -vx;
 }
 
+void Physic::inverse_velocity_y()
+{
+vy = -vy;
+}
 
-int physic_is_set(physic_type* pphysic)
+float
+Physic::get_velocity_x()
 {
-  if(pphysic->state != -1)
-    return YES;
-  else
-    return NO;
+    return vx;
 }
 
-float physic_get_velocity(physic_type* pphysic)
+float
+Physic::get_velocity_y()
 {
-  if(pphysic->state == PH_VT)
-    return - (pphysic->start_vy - gravity* ((float)(st_get_ticks() - pphysic->start_time))/1000.);
-  else if(pphysic->state == PH_HA)
-    return - (pphysic->start_vx - pphysic->acceleration * ((float)(st_get_ticks() - pphysic->start_time))/1000.);
-  else
-    return 0;
+    return -vy;
 }
 
-float physic_get_max_distance(physic_type* pphysic)
+void
+Physic::set_acceleration_x(float nax)
 {
-  return (pphysic->start_vy * pphysic->start_vy / 2.*gravity);
+  ax = nax;
 }
 
-unsigned int physic_get_max_time(physic_type* pphysic)
+void
+Physic::set_acceleration_y(float nay)
 {
-  return (unsigned int)((pphysic->start_vy / gravity) * 1000);
+  ay = -nay;
 }
 
-unsigned int physic_get_time_gone(physic_type* pphysic)
+void
+Physic::set_acceleration(float nax, float nay)
 {
-  return st_get_ticks() - pphysic->start_time;
+    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;
+}