Beispiel #1
0
    protected override void Update(GameTime gameTime)
    {
        thyme = (double)gameTime.ElapsedGameTime.Milliseconds / 1000;

        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
        {
            Exit();
        }

        allSpring[2].SLSMkII(thyme);
        sO.MultiSpring(thyme, allSpring[0], allSpring[1]);
        //foreach(EndPointTracker e in allTracker) e.Track();


        for (int i = 0; i < allSpring.Length - 1; i++)
        {
            try
            {
                r = new Rectangle((int)allSpring[i].beginPointX, (int)allSpring[i - 1].endPointY + (int)allSpring[i - 1].beginPointY, (int)allSpring[i].radius, (int)(allSpring[i].stretch + allSpring[i].restLength));
                allRectangle[i] = r;
            }
            catch
            {
                r = new Rectangle((int)allSpring[i].beginPointX, (int)allSpring[i].beginPointY, (int)allSpring[i].radius, (int)(allSpring[i].stretch + allSpring[i].restLength));
                allRectangle[i] = r;
            }
        }
        r = new Rectangle((int)allSpring[2].beginPointX, (int)allSpring[2].beginPointY, (int)allSpring[2].radius, (int)(allSpring[2].stretch + allSpring[2].restLength));
        allRectangle[2] = r;

        if (currentCase <= testCases)
        {
            sT.theTest(allSpring, thyme, currentCase, isInit);
        }

        if (sT.hasFinished)
        {
            s1             = new Spring(new Vector2(100, 0), new Vector2(100, 100), 100, 50, 0.0f, 1f, 5f, 0.5f);
            allSpring[0]   = s1;
            s2             = new Spring(new Vector2(100, 100), new Vector2(100, 200), 100, 50, 0.0f, 1f, 2.5f, 1f);
            allSpring[1]   = s2;
            s3             = new Spring(new Vector2(200, 0), new Vector2(250, 200), 200, 50, 0.0f, 1f, 5, 0.5f);
            allSpring[2]   = s3;
            sT.totalThyme  = 0;
            sT.hasFinished = true;
        }
        // TODO: Add your update logic here

        base.Update(gameTime);
    }
Beispiel #2
0
    protected override void Update(GameTime gameTime)
    {
        thyme = (double)gameTime.ElapsedGameTime.Milliseconds / 1000;

        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
        {
            Exit();
        }

        foreach (Spring s in allSpring)
        {
            //s.SLS(gameTime);
            //s.SLSMkII(gameTime);
        }
        s3.SLSMkII(thyme);
        sO.MultiSpring(thyme, s1, s2);


        for (int i = 0; i < allSpring.Length - 1; i++)
        {
            try
            {
                r = new Rectangle((int)allSpring[i].beginPointX, (int)allSpring[i - 1].endPointY + (int)allSpring[i - 1].beginPointY, (int)allSpring[i].radius, (int)(allSpring[i].stretch + allSpring[i].restLength));
                allRectangle[i] = r;
            }
            catch
            {
                r = new Rectangle((int)allSpring[i].beginPointX, (int)allSpring[i].beginPointY, (int)allSpring[i].radius, (int)(allSpring[i].stretch + allSpring[i].restLength));
                allRectangle[i] = r;
            }
            r = new Rectangle((int)allSpring[2].beginPointX, (int)allSpring[2].beginPointY, (int)allSpring[2].radius, (int)(allSpring[2].stretch + allSpring[2].restLength));
            allRectangle[2] = r;
        }

        // TODO: Add your update logic here

        base.Update(gameTime);
    }