public void applyGravity(Bullet b)
{
//Gravity Calculations between bullets and the planet(object that is producing gravity)
float G = MatchConfig.gravityConstant;
double distanceG = Math.Sqrt((Math.Pow(b.x - this.x, 2) + Math.Pow(b.y - this.y, 2)));
double speedVector = (float)((G * this.mass) / Math.Pow(distanceG, 2));
double deltaY = (b.y - this.y);
double deltaX = (b.x - this.x);
double angleDegree = Math.Atan(deltaY / deltaX);// * 180 / Math.PI;
//float rad = (float)(Math.PI / 180) * o.angle;
if (b.x != this.x)
{
//speedX += (float)(Math.Cos(angleDegree) * speedVector);
if (b.x > this.x)
b.speedX -= (float)Math.Abs((Math.Cos(angleDegree) * speedVector));
else
b.speedX+= (float)Math.Abs((Math.Cos(angleDegree) * speedVector));
}
if (b.y != this.y)
{
//speedY += (float)(Math.Sin(angleDegree) * speedVector);
if (b.y < this.y)
b.speedY+= (float)Math.Abs((Math.Sin(angleDegree) * speedVector));
else
b.speedY-= (float)Math.Abs((Math.Sin(angleDegree) * speedVector));
}
}