// Asteroid Push - A game featuring selfmade spaceships and pompous physics
// Copyright (C) 2013 Christian Meyer, Silvan Wegmann
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
package org.codecranachan.asteroidpush.content.actors;
import org.codecranachan.asteroidpush.base.simulation.Actor;
import org.codecranachan.asteroidpush.base.simulation.ActorFactory;
import org.codecranachan.asteroidpush.base.simulation.Hull;
import org.codecranachan.asteroidpush.base.simulation.Material;
import org.codecranachan.asteroidpush.base.simulation.Primitive;
import org.codecranachan.asteroidpush.base.simulation.RigidBody;
import org.codecranachan.asteroidpush.base.simulation.RigidBodyFactory;
import org.codecranachan.asteroidpush.base.visuals.Representation;
import org.codecranachan.asteroidpush.content.visuals.PrimitiveRepresentation;
import org.codecranachan.asteroidpush.utils.Arrow;
import org.codecranachan.asteroidpush.utils.Circle;
import org.codecranachan.asteroidpush.utils.NewtonianState;
import org.jbox2d.common.Vec2;
public class CannonballFactory implements ActorFactory {
final private float ballSize = 0.4f;
private RigidBodyFactory bodyFactory;
public CannonballFactory() {
bodyFactory = null;
}
public void setBodyFactory(RigidBodyFactory factory) {
bodyFactory = factory;
}
public Actor createActor(NewtonianState initialState) {
RigidBody body = bodyFactory.createDynamicBody(initialState);
Primitive primitive = getPrimitive();
Hull hull = new Hull(new Arrow(), primitive, Material.METAL);
body.addHull(hull, null);
Representation rep = new PrimitiveRepresentation(primitive);
return new PassiveObject(body, rep);
}
private Primitive getPrimitive() {
Primitive primitive = new Primitive();
Circle circle = new Circle(new Vec2(), ballSize / 2f);
primitive.AddCircle(circle, 8);
return primitive;
}
}