Added references to SDL_IPHONE_MAX_GFORCE ... that way this value can change without altering the demos behavior. More understandable too.
--- a/XCodeiPhoneOS/Demos/src/accelerometer.c Fri Aug 15 00:38:49 2008 +0000
+++ b/XCodeiPhoneOS/Demos/src/accelerometer.c Fri Aug 15 00:40:47 2008 +0000
@@ -11,7 +11,12 @@
#define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */
#define DAMPING 0.5f; /* after bouncing off a wall, damping coefficient determines final speed */
#define FRICTION 0.0008f /* coefficient of acceleration that opposes direction of motion */
-#define GRAVITY_CONSTANT 0.02f /* how sensitive the ship is to the accelerometer */
+#define GRAVITY_CONSTANT 0.004f /* how sensitive the ship is to the accelerometer */
+
+/* If we aren't on an iPhone, then this definition ought to yield reasonable behavior */
+#ifndef SDL_IPHONE_MAX_GFORCE
+#define SDL_IPHONE_MAX_GFORCE 5.0f
+#endif
static SDL_Joystick *accelerometer; /* used for controlling the ship */
@@ -26,20 +31,25 @@
void render(void) {
+
/* get joystick (accelerometer) axis values and normalize them */
- float amax = (float)(0x7FFF); /* largest Sint16 number */
- float ax = SDL_JoystickGetAxis(accelerometer, 0) / amax;
- float ay = -SDL_JoystickGetAxis(accelerometer, 1) / amax;
+ float ax = SDL_JoystickGetAxis(accelerometer, 0);
+ float ay = -SDL_JoystickGetAxis(accelerometer, 1);
/* ship screen constraints */
Uint32 minx = 0.0f;
Uint32 maxx = SCREEN_WIDTH - ship.rect.w;
Uint32 miny = 0.0f;
Uint32 maxy = SCREEN_HEIGHT - ship.rect.h;
-
- /* update velocity from accelerometer */
- ship.vx += ax * GRAVITY_CONSTANT * MILLESECONDS_PER_FRAME;
- ship.vy += ay * GRAVITY_CONSTANT * MILLESECONDS_PER_FRAME;
+
+#define SINT16_MAX ((float)(0x7FFF))
+
+ /* update velocity from accelerometer
+ the factor SDL_IPHONE_MAX_G_FORCE / SINT16_MAX converts between
+ SDL's units reported from the joytick, and units of g-force, as reported by the accelerometer
+ */
+ ship.vx += ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT * MILLESECONDS_PER_FRAME;
+ ship.vy += ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT * MILLESECONDS_PER_FRAME;
float speed = sqrt(ship.vx * ship.vx + ship.vy * ship.vy);