// calculate the x-direction on collision public void bounceX() { double tx = vel * Math.cos(theta); double ty = vel * Math.sin(theta); theta = Math.atan2(ty, -tx); if (x < 0) { x = -x; } if (x > Engine.getGameWidth()) { x = Engine.getGameWidth() * 2 - x; } if (x < 0 || x > Engine.getGameWidth()) { x = Math.random() * Engine.getGameWidth(); } }
public Entity(boolean left) { this(); theta = (Math.random() - .5) * Math.PI; vel = Math.random() * 3; if (left) x = 1; else x = Engine.getGameWidth() - 1; theta += Math.PI; }
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; }