class ballBehavior extends Sup.Behavior{

constructor(ball)

{

super(ball);

let ballActor = new Sup.Actor("Ball");

ballActor.setPosition(0, 0, 0);

let ballAngle = 0;

let ballPosition = new Sup.Math.Vector3;

let ballVelocity = 0;

ballActor.addBehavior(ballBehavior);

}

update(){

this.ballAngle += this.ballVelocity;

//Constrains the angle between 0 and 2pi

if(this.ballAngle > Math.PI * 2){

this.ballAngle = 0 + this.ballAngle - Math.PI * 2;

}else if (this.ballAngle < 0){

this.ballAngle = Math.PI - this.ballAngle + Math.PI * 2;

}

//Maybe a little spinback on the pointer?

this.ballPosition = new Sup.Math.Vector3(Math.cos(this.ballAngle) * wheelActor.getLocalScaleX() * 100 / 100,

Math.sin(this.ballAngle) * wheelActor.getLocalScaleX() * 100 / 100, 0);

if(Sup.Input.wasKeyJustPressed("LEFT")){

this.ballVelocity = 0.5;

}

}

}