/**
   * What happens with the widget when another widget touches it.
   *
   * @param other_body The body that touched it.
   * @param f The x,y coordinate that is the contact point.
   */
  public void reactToTouchingBody(CollisionEvent e) {
    float speed = MOVEMENT_SPEED + (MOVEMENT_SPEED * bounces * 0.05f);

    if (currentDirection == Direction.WEST) {
      currentDirection = direction.EAST;
      body.setForce(2 * speed, 0);
    } else if (currentDirection == Direction.EAST) {
      currentDirection = Direction.WEST;
      body.setForce(-2 * speed, 0);
    } else if (currentDirection == Direction.NORTH) {
      currentDirection = Direction.SOUTH;
      body.setForce(0, 2 * speed);
    } else if (currentDirection == Direction.SOUTH) {
      currentDirection = direction.NORTH;
      body.setForce(0, -2 * speed);
    }
    bounces++;
  }
 /** Activates the widget. */
 public void activateWidget() {
   // Enforce that reset is called at least once before activation.
   if (!reset) {
     return;
   }
   // Make active.
   active = true;
   body.setEnabled(true);
 }
  /**
   * Gets the boundary of the widget, should be used as a way to detect overlapping widgets.
   *
   * @return The four corners x,y coordinates.
   */
  public Vector2f[] getBoundary() {
    Box box = (Box) body.getShape();

    Vector2f[] bounds = new Vector2f[4];
    bounds[0] = new Vector2f(position.x, position.y);
    bounds[1] = new Vector2f(position.x + WIDTH, position.y);
    bounds[2] = new Vector2f(position.x + WIDTH, position.y + HEIGHT);
    bounds[3] = new Vector2f(position.x, position.y + HEIGHT);
    return bounds;
  }
 /**
  * Draws the widget.
  *
  * @param g The object that draws things.
  */
 public void draw(Graphics2D screen) {
   // Animate!
   if (System.nanoTime() - timestamp >= CENTISECOND * 50) {
     timestamp = System.nanoTime();
     if (image == frames.get(0)) {
       image = frames.get(1);
     } else {
       image = frames.get(0);
     }
   }
   ROVector2f position = body.getPosition();
   float angle = body.getRotation();
   boolean hflip = false;
   boolean vflip = false;
   if (currentDirection == Direction.WEST) {
     hflip = false;
   } else if (currentDirection == Direction.EAST) {
     hflip = true;
   } else if (currentDirection == Direction.NORTH) {
     angle += Math.PI / 2;
     vflip = false;
   } else if (currentDirection == Direction.SOUTH) {
     angle += Math.PI / 2;
     vflip = true;
   }
   drawImage(
       position.getX(),
       position.getY(),
       getWidth(),
       getHeight(),
       angle,
       hflip,
       vflip,
       image,
       screen);
 }
 /**
  * Retrieves the height of the widget based on the specified boundary.
  *
  * @return The height of the widget (based on the boundary).
  */
 private float getHeight() {
   return ((Box) body.getShape()).getSize().getY();
 }
 /**
  * Retrieves the width of the widget based on the specified boundary.
  *
  * @return The width of the widget (based on the boundary).
  */
 private float getWidth() {
   return ((Box) body.getShape()).getSize().getX();
 }
  /** Resets the widget to start state. */
  public void resetWidget() {
    // Reset has been made, so we CAN activate this later.
    reset = true;
    // Make inactive
    active = false;
    // Not collided.
    collided = false;

    bounces = 0;
    currentDirection = direction;
    image = frames.get(0);
    body.setEnabled(false);
    // Move to initial position.
    body.set(shape, MASS);
    body.setPosition(position.x + WIDTH / 2, position.y + HEIGHT / 2);

    // Make sure the gameplay didn't mess with any initial properties.
    body.setCanRest(true);
    body.setDamping(0.0f);
    body.setFriction(0.01f);
    body.setGravityEffected(false);
    body.setIsResting(true);
    body.setMoveable(true);
    body.setRestitution(1.5f);
    body.setRotatable(true);
    body.setRotation(0.0f);
    body.setRotDamping(0.0f);
    body.setMaxVelocity(50f, 50f);
    body.setForce(-body.getForce().getX(), -body.getForce().getY());
    if (currentDirection == Direction.WEST) {
      body.setForce(-MOVEMENT_SPEED, 0);
    } else if (currentDirection == Direction.EAST) {
      body.setForce(MOVEMENT_SPEED, 0);
    }
    if (currentDirection == Direction.NORTH) {
      body.setForce(0, -MOVEMENT_SPEED);
    } else if (currentDirection == Direction.SOUTH) {
      body.setForce(0, MOVEMENT_SPEED);
    }
    body.adjustVelocity(new Vector2f(-body.getVelocity().getX(), -body.getVelocity().getY()));
    body.adjustAngularVelocity(-body.getAngularVelocity());
  }
 /**
  * Get the position of the widget.
  *
  * @return The x,y coordinates within the container.
  */
 public Vector2f getPosition() {
   return new Vector2f(body.getPosition());
 }
 /**
  * Set the position of the widget.
  *
  * @param f The x,y coordinates within the container.
  */
 public void setPosition(Vector2f f) {
   body.setPosition(f.x + WIDTH / 2, f.y + HEIGHT / 2);
   position = f;
 }