mirror of https://github.com/kurisufriend/ballz
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69 lines
2.3 KiB
69 lines
2.3 KiB
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, .0001f));
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window.Draw(this.shape);
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}
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}
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}
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