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Physics.h
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64 lines (40 loc) · 1.69 KB
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#ifndef PHYSICS_H_INCLUDED
#define PHYSICS_H_INCLUDED
//#include "King.h"
//#include "Soul.h"
#include "External_Configuration.h"
class Physics
{
private:
//The Character's coordinates on map. Retrieved from a function
float Character_X, Character_Y, Character_Z;
// The Character, Enemy, NCP ....ect state of being.
int State_Of_Being;
int Object_Type;
// Variables that influence objects
float Degree_Base, Degree_Cornice, Force_Base, Force_Cornice;
//The strenght of the movement
float Magnitude;
// Sin is the y axis, cos is the x axis. Together they make the slope, but it all depend on the degree
float Sin, Cos, Z_Axis; //Z_sin is the z axis manipulation. Sin is y and z act like y but it can't use sin with is why it uses Z_sin
//Shape and type are used by friction to apply effects to sufaces.
int Shape, Type;
// A restirctive force that stop or slows the character. All objects have this
float Friction;
enum { X, Y, Z};
public:
//Initializes variables
Physics();
//Used to update variables of objects.
void Game_Physics_Object_Update(Soul *Spirits[], Uint32 deltaTicks);
// Uses state of being to hanlde physics.
void Game_Physics(Soul *Spirits[], Uint32 deltaTicks);
/*
This code returns the state of being for an object. Collisions however are fixed inside the functions manually.
Collisions are not states of being. Determine a fine line.
*/
void Square_State_Of_Being_Calculation(Soul *Spirits[], int element_check, Uint32 deltaTicks);
int Get_State_Of_Being();
float Get_Slope_Projectory(int returner);
};
#endif // PHYSICS_H_INCLUDED