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/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.replica.replicaisland;
/** A light-weight physics implementation for use with non-complex characters (enemies, etc). */
public class SimplePhysicsComponent extends GameComponent {
private static final float DEFAULT_BOUNCINESS = 0.1f;
private float mBounciness;
public SimplePhysicsComponent() {
super();
setPhase(GameComponent.ComponentPhases.POST_PHYSICS.ordinal());
reset();
}
@Override
public void reset() {
mBounciness = DEFAULT_BOUNCINESS;
}
public void setBounciness(float bounciness) {
mBounciness = bounciness;
}
@Override
public void update(float timeDelta, BaseObject parent) {
GameObject parentObject = (GameObject) parent;
final Vector2 impulse = parentObject.getImpulse();
float velocityX = parentObject.getVelocity().x + impulse.x;
float velocityY = parentObject.getVelocity().y + impulse.y;
if ((parentObject.touchingCeiling() && velocityY > 0.0f)
|| (parentObject.touchingGround() && velocityY < 0.0f)) {
velocityY = -velocityY * mBounciness;
if (Utils.close(velocityY, 0.0f)) {
velocityY = 0.0f;
}
}
if ((parentObject.touchingRightWall() && velocityX > 0.0f)
|| (parentObject.touchingLeftWall() && velocityX < 0.0f)){
velocityX = -velocityX * mBounciness;
if (Utils.close(velocityX, 0.0f)) {
velocityX = 0.0f;
}
}
parentObject.getVelocity().set(velocityX, velocityY);
impulse.zero();
}
}