Beispiel #1
0
 public void Update(float deltaTime)
 {
     cam.UpdateViewMatrix();
     ProjectionMatrix = cam.GetProjectionMatrix();
     ViewMatrix       = cam.GetViewMatrix();
     m.UpdateExportedAnimation();
 }
Beispiel #2
0
 public void Update(float deltaTime)
 {
     cam.UpdateViewMatrix();
     Gl.glUniform3fv(camposID, 1, cam.GetCameraPosition().to_array());
     ProjectionMatrix = cam.GetProjectionMatrix();
     ViewMatrix       = cam.GetViewMatrix();
     m.UpdateExportedAnimation();
     enemy2.UpdateExportedAnimation();
 }
Beispiel #3
0
 public void Update()
 {
     camera.UpdateViewMatrix();
     nextFire += (float)(DateTime.Now - now).TotalSeconds;
     now       = DateTime.Now;
     if (health <= 0)
     {
         dead = true;
     }
     //healthBar.Update(mPosition);
     //model.UpdateExportedAnimation();
 }
        public void Update(float deltaTime)
        {
            camera.UpdateViewMatrix();
            ProjectionMatrix = camera.GetProjectionMatrix();
            ViewMatrix       = camera.GetViewMatrix();

            SendLightData(r, g, b, 100, 20);

            /*if (Daylight)
             * {
             *  r -= (float)0.0002;
             *  g -= (float)0.0002;
             *  b -= (float)0.0002;
             *  if( r <= 0.1)
             *  {
             *      Daylight = false;
             *      NightLight = true;
             *  }
             * }
             * else if (NightLight)
             * {
             *  r += (float)0.0002;
             *  g += (float)0.0002;
             *  b += (float)0.0002;
             *  if (r >= 1)
             *  {
             *      Daylight = true;
             *      NightLight = false;
             *  }
             * }*/
            if (reverse)
            {
                t -= 0.0002f;
            }
            else
            {
                t += 0.0002f;
            }
            if (t > 0.2f)
            {
                reverse = true;
            }
            if (t < 0)
            {
                reverse = false;
            }
            Gl.glUniform1f(WaterTimeID, t);
        }
Beispiel #5
0
        public void Update(float deltaTime)
        {
            cam.UpdateViewMatrix();
            ProjectionMatrix = cam.GetProjectionMatrix();
            ViewMatrix       = cam.GetViewMatrix();

            zombie.UpdateAnimation();
            Blade.UpdateAnimation();

            for (int i = 0; i < bullets.Count; i++)
            {
                bullets[i].Update();
                if (bullets[i].shouldBeDestroyed())
                {
                    bullets.RemoveAt(i);
                }
            }
        }
Beispiel #6
0
        public void Update()
        {
            //update view and projection matrix
            cam.UpdateViewMatrix();
            ViewMatrix       = cam.GetViewMatrix();
            ProjectionMatrix = cam.GetProjectionMatrix();

            //Keyframes
            if (GraphicsForm.runAnimation == true)
            {
                int startKeyFrame = GraphicsForm.startFrame;
                int endKeyFrame   = GraphicsForm.endFrame;// startKeyFrame + 1;
                time = startKeyFrame;

                interpolatedList = new List <float>();
                time            += speed;

                time %= endKeyFrame;
                float alpha = (time - startKeyFrame) / (endKeyFrame - startKeyFrame);

                //to fill the main keyframes list just one time
                if (initialzeList == 1)
                {
                    foreach (KeyFrame keyFrame in GraphicsForm.vertexKeyFramesDict.Values)
                    {
                        tempKeyFrameList = new List <float>();
                        foreach (List <float> l in keyFrame.verticesDict.Values)
                        {
                            tempKeyFrameList.AddRange(l);
                        }

                        int numOfFrames = keyFrame.numOfInterpolatedFrames;
                        Tuple <int, List <float> > t = new Tuple <int, List <float> >(numOfFrames, tempKeyFrameList);
                        mainKeyFrameList.Add(t);
                    }
                    initialzeList = 0;
                }

                //to fill the interpolated list with the start, interpolated, end frames
                for (int i = startKeyFrame; i < endKeyFrame; i++)
                {
                    //ba7ot al start bta3e ele howa(0,0,0...)
                    interpolatedList.AddRange(mainKeyFrameList[i].Item2);
                    int count = mainKeyFrameList[i].Item2.Count;
                    //Item1: num of required interpolated frames
                    for (int j = 0; j < mainKeyFrameList[i + 1].Item1; j++)
                    {
                        int indx = 0;
                        for (; indx < mainKeyFrameList[i + 1].Item2.Count; indx++)
                        {
                            float interpolatedValue = (alpha * (mainKeyFrameList[i + 1].Item2[indx] - mainKeyFrameList[i].Item2[indx])) + mainKeyFrameList[i].Item2[indx];
                            interpolatedList.Add(interpolatedValue);
                        }

                        time += speed;
                        time %= endKeyFrame;
                        alpha = (time - startKeyFrame) / (endKeyFrame - startKeyFrame);
                    }
                }
                interpolatedList.AddRange(mainKeyFrameList[endKeyFrame].Item2);
            }
        }