Diff of /trunk/RetroGames/Pong/GameObjects/FB_Board/COLLIDE/svnobj [000000] .. [r3]  Maximize  Restore

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+Gx_l»	!0…jüoºbÛÙÞ˜˜System.StringL{f8a58466-d7f6-439f-bbb8-d4600e41d099}ImplementationL{3b83b776-fb25-43b8-99f2-3c507c9143fc}TextDocumentL{f3878285-8e4f-490b-bb1b-9acbb7eb04db}TextLinesL{a5de0b0b-1cb5-4913-ac21-9d70293ec00d}	Id
+longTagText
 vecOut := vecIn;–IF (posIn.iXPos >= posOld.iXPos) AND (posIn.iXPos <= posOld.iXPos + 10) AND 	(posIn.iYPos >= posOld.iYPos) AND (posIn.iYPos <= posOld.iYPos + iHeight) THEN >	vecOut.rVX := vecOut.rVX * -1;	4	IF (vecOld.rVY <> 0) THEN8		vecOut.rVY := vecOld.rVY; 	END_IF"	COLLIDE := TRUE;END_IFInterfaceL{a9ed5b7e-75c5-4651-af16-d2c27e98cb94}H/// A board is static in x directionf/// The physics of pong is a bit special. So, whilel/// reflecting the direction, it adds it's own impulseL/// to simulate some kind of spinning *METHOD COLLIDE : BOOLVAR_INPUT $	posIn : POSITION;! 	vecIn : VECTOR;"END_VAR#VAR_OUTPUT$"	vecOut : VECTOR;ÐÐÐEÐÐ	
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