Example #1
0
        /// <summary>
        /// Update according to Gametime
        /// </summary>
        public override void Update(GameTime gameTime)
        {
            // No active behavior does not mean no mouvement
            // but in case of a demo is much easier
            if (!Active || !Behavior.HasActiveBehavior())
            {
                return;
            }
            double timeElapsed = gameTime.ElapsedGameTime.TotalSeconds;

            // Wander need time elapsed to be time independant
            Vector2 steeringForce = Behavior.Calculate(timeElapsed);

            // Get acceleration using steering forces
            Vector2 acceleration = Vector2.Divide(steeringForce, Mass);

            // Update velocity using acceleration
            Velocity += Vector2.Multiply(acceleration, (float)timeElapsed);
            // Trim back velocity using extension method
            Velocity = Velocity.TruncateExt(MaxSpeed);

            // To avoid stange behavior when agent arrive
            // update only if velocity is not too close to 0
            if (Velocity.LengthSquared() > 0.00000001)
            {
                // Update internal values
                UpdateOrientation();
                UpdateLocalBase();
            }


            // Update position
            Pos += Vector2.Multiply(Velocity, (float)timeElapsed);

            // Make world toroidal
            WrapAround(_world.GraphicsDevice.Viewport.Bounds);
        }