// calculate the y-direction on collision public void bounceY() { double tx = vel * Math.cos(theta); double ty = vel * Math.sin(theta); theta = Math.atan2(-ty, tx); if (y < 0) { y = -y; } if (y > Engine.getGameHeight()) { y = Engine.getGameHeight() * 2 - y; } if (y < 0 || y > Engine.getGameHeight()) { y = Math.random() * Engine.getGameHeight(); } }
public Entity() { x = Math.random() * Engine.getGameWidth(); y = Math.random() * Engine.getGameHeight(); fTheta = Math.random() * Math.PI * 2; pTheta = Math.random() * Math.PI * 2; dFTheta = (Math.random() * 2 - 1) * Math.PI / 50; dPTheta = (Math.random() * 2 - 1) * Math.PI / 50; mass = 100; }