Beispiel #1
0
        protected bool CanReachPositionInTime(LocationPrediction slice)
        {
            var dist  = Field.GetDist(Info.Location, slice.Location);
            var speed = dist / slice.DeltaTime;

            var currentSpeed = (float)Math.Sqrt((Math.Pow(Info.Velocity.X, 2) + Math.Pow(Info.Velocity.Y, 2)));

            return(speed < currentSpeed);
        }
Beispiel #2
0
        protected LocationPrediction GetProjectedBall()
        {
            var predictions           = BallPredictionService.GetPredictions(Ball, Field, Game);
            LocationPrediction target = null;

            foreach (var prediction in predictions)
            {
                if (CanReachPositionInTime(prediction))
                {
                    return(prediction);
                }

                target = prediction;
            }

            return(target);
        }
        private static LocationPrediction GetPrediction(LocationPrediction ball, FieldService field, GameWrapper game, float deltaTime)
        {
            var prediction = new LocationPrediction();

            prediction.DeltaTime = ball.DeltaTime + deltaTime;
            prediction.GameTime  = game.TimeElapsed + deltaTime;
            prediction.Location  = new Vec3(ball.Location.X, ball.Location.Y, ball.Location.Z);
            prediction.Velocity  = new Vec3(ball.Velocity.X, ball.Velocity.Y, ball.Velocity.Z);

            var friction = prediction.Location.Z <= GameValuesService.BallRadius ? .6f : 1;

            // Apply forces
            prediction.Location.X += (ball.Velocity.X * deltaTime) * friction;
            prediction.Location.Y += (ball.Velocity.Y * deltaTime) * friction;
            prediction.Location.Z += (ball.Velocity.Z * deltaTime) - (GameValuesService.Gravity * deltaTime);
            if (prediction.Location.Z < GameValuesService.BallRadius)
            {
                prediction.Location.Z = GameValuesService.BallRadius;
            }

            return(prediction);
        }