/* * 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(); } }