Example #1
0
        private void UpdateBallDirAndSpeed(float ticksToTravel)
        {
            if (mNumTicksLeft <= 0) // beginning of a new road
            {
                mNumTicksLeft = ticksToTravel;
            }

            // use num ticks to determine how far we have travelled
            float percentTravelled = (ticksToTravel - mNumTicksLeft) / ticksToTravel;

            // ball's center position should be percentTravelled along the road's entire length
            float   roadLength = mRoad.RoadSegmentLength(mCurrentRoadSegment);
            Vector2 v          = mRoad.RoadSegmentDir(mCurrentRoadSegment);
            Vector2 startPos   = mRoad.RoadSegmentStartPos(mCurrentRoadSegment);

            Center = startPos + percentTravelled * roadLength * v;

            VelocityDirection = v;

            // speed will be a function of what is remaining length and remaining ticks left.
            float totalLength  = mRoad.RoadSegmentLength(mCurrentRoadSegment);
            float travelled    = (Center - startPos).Length();
            float remainLength = totalLength - travelled;

            Speed = remainLength / mNumTicksLeft;
        }
Example #2
0
        private void UpdateBallDirAndSpeed(float ticksToTravel)
        {
            // Figure out how much we have travelled
            Vector2 startPos  = mRoad.RoadSegmentStartPos(mCurrentRoadSegment);
            Vector2 dir       = startPos - Center;
            float   travelled = dir.Length();

            // Figure the current direction of the road
            Vector2 v = mRoad.RoadSegmentDir(mCurrentRoadSegment);

            // Our ball should be travelled along the road direction
            Center = startPos + travelled * v;

            VelocityDirection = v;

            // speed will be a function of what is remaining length and remaining ticks left.
            float totalLength  = mRoad.RoadSegmentLength(mCurrentRoadSegment);
            float remainLength = totalLength - travelled;
            float percentLeft  = remainLength / totalLength;
            float ticksLeft    = ticksToTravel * percentLeft;

            Speed = remainLength / ticksLeft;
        }