Created
December 12, 2019 20:08
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update () { | |
const { props, sceneProps } = this | |
// bottom bound / floor | |
if (this.y + props.radius >= sceneProps.height) { | |
this.velY *= -props.bounce | |
this.y = sceneProps.height - props.radius | |
this.velX *= sceneProps.friction | |
} | |
// top bound / ceiling | |
if (this.y - props.radius <= 0) { | |
this.velY *= -props.bounce | |
this.y = props.radius | |
this.velX *= sceneProps.friction | |
} | |
// left bound | |
if (this.x - props.radius <= 0) { | |
this.velX *= -props.bounce | |
this.x = props.radius | |
} | |
// right bound | |
if (this.x + props.radius >= sceneProps.width) { | |
this.velX *= -props.bounce | |
this.x = sceneProps.width - props.radius | |
} | |
// reset insignificant amounts to 0 | |
if (this.velX < 0.01 && this.velX > -0.01) { | |
this.velX = 0 | |
} | |
if (this.velY < 0.01 && this.velY > -0.01) { | |
this.velY = 0 | |
} | |
// update position | |
this.velY += sceneProps.gravity | |
this.x += this.velX | |
this.y += this.velY | |
} |
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