[Kde-games-devel] KDE/kdegames/kolf

Stefan Majewsky majewsky at gmx.net
Mon Nov 1 00:23:51 CET 2010


SVN commit 1191723 by majewsky:

Make Box2D the default physics engine for Kolf.

Mission accomplished, folks!

CCMAIL: kde-games-devel at kde.org
BUG: 46532
BUG: 51227
BUG: 131488

 M  +0 -10     ball.cpp  
 M  +1 -5      ball.h  


--- trunk/KDE/kdegames/kolf/ball.cpp #1191722:1191723
@@ -105,21 +105,11 @@
 		game->ballMoved();
 }
 
-#if BALL_BOX2D_STEPPING
 void Ball::setVelocity(const Vector& velocity)
 {
 	CanvasItem::setPhysicalVelocity(velocity);
 }
-#endif
 
-void Ball::doAdvance()
-{
-#if BALL_BOX2D_STEPPING == 0
-	if (!velocity().isNull())
-		moveBy(velocity().x(), velocity().y());
-#endif
-}
-
 void Ball::collisionDetect()
 {
 	if (!isVisible() || state == Holed || !m_doDetect)
--- trunk/KDE/kdegames/kolf/ball.h #1191722:1191723
@@ -20,7 +20,6 @@
 #ifndef KOLF_BALL_H
 #define KOLF_BALL_H
 
-#define BALL_BOX2D_STEPPING 1
 #include "canvasitem.h"
 
 class Wall;
@@ -35,7 +34,6 @@
 
 	BallState currentState();
 
-	virtual void doAdvance();
 	virtual void moveBy(double dx, double dy);
 
 	virtual bool deleteable() const { return false; }
@@ -52,10 +50,8 @@
 	void friction();
 	void collisionDetect();
 
-#if BALL_BOX2D_STEPPING
 	virtual void setVelocity(const Vector& velocity);
 	Vector velocity() const { return CanvasItem::physicalVelocity(); }
-#endif
 
 	int addStroke() const { return m_addStroke; }
 	bool placeOnGround(Vector &v) { v = m_pogOldVelocity; return m_placeOnGround; }
@@ -82,7 +78,7 @@
 	void reduceMaxBumperBounceSpeed() { if(maxBumperBounceSpeed > 0.4) maxBumperBounceSpeed -= 0.35; }
 
 public slots:
-	void update() { doAdvance(); }
+	void update() { }
 
 private:
 	BallState state;


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