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using System; |
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using SFML.Audio; |
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using SFML.Graphics; |
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using SFML.Window; |
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using SFML.System; |
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using System.Net; |
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using System.Threading; |
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namespace game |
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{ |
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class ball_t |
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{ |
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public CircleShape shape; |
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public Vector2f velocity; |
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public ball_t(float radius) |
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{ |
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this.shape = new CircleShape(radius); |
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this.shape.Position = new Vector2f(1280 / 2, 720 / 2); |
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this.velocity = new Vector2f(.5f, .5f); |
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collisionHandler.registry.Add(this); |
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} |
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public ball_t(float radius, Vector2f position) |
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{ |
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this.shape = new CircleShape(radius); |
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this.shape.Position = position; |
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this.velocity = new Vector2f(.5f, .5f); |
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collisionHandler.registry.Add(this); |
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} |
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public ball_t(float radius, Vector2f position, Vector2f velocity) |
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{ |
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this.shape = new CircleShape(radius); |
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this.shape.Position = position; |
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this.velocity = velocity; |
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collisionHandler.registry.Add(this); |
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} |
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private void RunPhysics(Vector2f forces) |
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{ |
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//temp place for collision stuff |
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Vector2f center = new Vector2f(this.shape.Position.X + (this.shape.GetLocalBounds().Width / 2), this.shape.Position.Y + (this.shape.GetLocalBounds().Height / 2)); |
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bool isValidPosition = ((center.X > (1280 - (this.shape.GetLocalBounds().Width / 2)) || center.Y > (720 - (this.shape.GetLocalBounds().Height / 2))) || (center.X < (0 + (this.shape.GetLocalBounds().Width / 2)) || center.Y < (0 + (this.shape.GetLocalBounds().Height / 2)))); |
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if (isValidPosition || collisionHandler.isColliding(this)) |
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{ |
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//this.shape.Position = new Vector2f(1280 / 2, 720 / 2); |
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this.velocity *= -1; |
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this.velocity /= 2f; |
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this.shape.Position += new Vector2f(0, -1F); |
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this.shape.Position = new Vector2f(Math.Clamp(this.shape.Position.X, 0, 1280), Math.Clamp(this.shape.Position.Y, 0, 720)); |
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Console.WriteLine("COLLISION: "+this.velocity.Y.ToString()); |
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} |
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Vector2f oldPosition = this.shape.Position; |
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this.shape.Position += this.velocity; |
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ball_t dummy = this; |
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dummy.shape.Position = this.shape.Position; |
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if (collisionHandler.isColliding(dummy)) |
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{ |
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this.shape.Position = oldPosition; |
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this.velocity *= -1; |
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this.velocity /= 2f; |
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} |
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if ((Math.Abs(this.velocity.X) < 1 ) && (Math.Abs(this.velocity.Y) < 1)) |
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this.velocity += forces; |
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} |
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public void Run(RenderWindow window) |
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{ |
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RunPhysics(new Vector2f(0f, 0.000002f * this.shape.Radius)); |
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window.Draw(this.shape); |
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} |
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} |
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} |