public (float kx, float ky) GetCollisionTime(DynamicPhysicsComponent obj, PhysicsComponent other) { float px = Math.Abs(obj.WorldPosition.Center.X - other.WorldPosition.Center.X) - (obj.WorldPosition.halfsize.X + other.WorldPosition.halfsize.X); float py = Math.Abs(obj.WorldPosition.Center.Y - other.WorldPosition.Center.Y) - (obj.WorldPosition.halfsize.Y + other.WorldPosition.halfsize.Y); return(px, py); }
public Particle(Vector2 coords) : base() { TTL = 15; var movable = new DynamicPhysicsComponent(this, coords, new Vector2(1)) { Solid = false, Hittable = false, InverseMass = 10 }; Components.Add(movable); Components.Add(new GlowingRenderComponent(this) { Radius = 20 }); }