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PhysController.cpp
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71 lines (63 loc) · 1.48 KB
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#include "PhysController.h"
#include "SpriteObject.h"
#include <iostream> //DEBUGGING PURPOSES ONLY
PhysController::PhysController(SpriteObject* targetSprite): ControllerObject(targetSprite)
{
if (targetSprite)
controlledSprite = targetSprite;
PhysControlState def;
def.drag = 0;
def.mass = 1;
def.gravityScale = 0;
controlStates.push_back(def);
controlStates.push_back(def);
currentState = 1;
}
PhysController::PhysController(SpriteObject* targetSprite, PhysControlState state): ControllerObject(targetSprite)
{
if (targetSprite)
controlledSprite = targetSprite;
controlStates.push_back(state);
controlStates.push_back(state);
currentState = 1;
}
const PhysController::PhysControlState PhysController::GetActiveState()
{
return controlStates[currentState];
}
const int PhysController::GetActiveStateNum()
{
if (currentState < controlStates.size())
return currentState;
return -1;
}
void PhysController::AddState(PhysControlState newState)
{
controlStates.push_back(newState);
}
void PhysController::TempState(PhysControlState newState)
{
controlStates[0]=newState;
}
bool PhysController::SetState(short int stateNum)
{
if (stateNum < controlStates.size() && stateNum >= 0)
{
currentState = stateNum;
return true;
}
return false;
}
//F=MA
void PhysController::ApplyXForce(float force)
{
cout << "ballz\n";
}
void PhysController::ApplyYForce(float force)
{
cout << "ballz\n";
}
void PhysController::NoInput(float force)
{
cout << "ballz\n";
}