void Start() { movementPhysics = new MovementPhysics(); swipeController = this.GetComponent <SwipeController>(); myBody = GetComponent <Rigidbody2D>(); grounded = true; }
public void ResolveSlideCollission45() { var initPosition = new Vector2(0.5f, 0f); var shape = new RectangleShape(initPosition, new Vector2(1, 1)); float angle = 135f; var angleRads = MathHelper.ToRadians(angle); IForwardMovablePhysicalEntity pe = new ForwardMovablePhysicalEntity(initPosition, shape, 1, angleRads) { InelasticCollision = true }; ICollisionChecker collisionChecker = new CollisionCheckerMock(new List <IPhysicalEntity>() { pe }); var movementPhysics = new MovementPhysics(); ICollisionResolver collisionResolver = new MomentumCollisionResolver(collisionChecker, movementPhysics); movementPhysics.Move(pe); collisionResolver.ResolveCollisions(); Assert.Equal(pe.Position.X, 0f, 2); Assert.Equal(pe.Position.Y, -0.71f, 2); }
// Use this for initialization void Start() { collider = GetComponent <BoxCollider2D>(); physics = GetComponent <MovementPhysics>(); gravity = -(2 * stats.jumpHeight) / Mathf.Pow(stats.timeToJumpApex, 2); jumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * stats.jumpHeight); }
public override void Update(GameTime gameTime) { foreach (object obj in scene.sceneObjects) { if (obj is IMovable movable) { MovementPhysics.simulateMovement(movable, gameTime); } if (obj is IRotatable rotatable) { MovementPhysics.simulateMovement(rotatable, gameTime); } if (obj is ICustomUpdate updatable) { updatable.updateWithGameTime(gameTime); } } for (int i = 0; i < scene.sceneObjects.Count + 1; i++) { for (int j = i + 1; j < scene.sceneObjects.Count; j++) { Collision.collisionBetween(scene.sceneObjects[i], scene.sceneObjects[j]); } } base.Update(gameTime); }
// Use this for initialization void Start() { physics = GetComponent <MovementPhysics>(); stats = GetComponent <PlayerStats>(); updatePlayerPhysics(); sprite = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); sound = GetComponent <AudioSource>(); }
// Use this for initialization void Start() { physics = GetComponent <MovementPhysics>(); stats = GetComponent <PlayerStats>(); gravity = -(2 * stats.GetMaxJumpHeight()) / Mathf.Pow(stats.GetTimeToJumpApex(), 2); maxJumpVelocity = Mathf.Abs(gravity) * stats.GetTimeToJumpApex(); minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * stats.GetMinJumpHeight()); sprite = GetComponent <SpriteRenderer>(); }
IEnumerator Gravity() { Vector3 distancePerFrame = MovementPhysics.MovementVelocity(0, gravity, 60); while (!inMotion) { transform.Translate(distancePerFrame); yield return(null); } }
// Use this for initialization void Start() { controller = GetComponent <MovementPhysics>(); state = GetComponent <Animator>(); noteMap = new Dictionary <int, KeyCode>() { { 0, KeyCode.U }, { 1, KeyCode.I }, { 2, KeyCode.O }, { 3, KeyCode.P }, { 4, KeyCode.J }, { 5, KeyCode.K }, { 6, KeyCode.L }, { 7, KeyCode.Semicolon } }; }
private void InitPhysics() { Physics = new Physics.Physics(); IMovementPhysics movementPhysics = new MovementPhysics(); ICollisionChecker collisionChecker = new CollisionChecker(Atlas); // TODO MICHAL: setter for physics implementation /* * m_collisionResolver = new NaiveCollisionResolver(collisionChecker, movementPhysics); * /*/ m_collisionResolver = new MomentumCollisionResolver(collisionChecker, movementPhysics); //*/ //Log.Instance.Debug("World.ToyWorldCore.ToyWorld: Loading Successful"); }
public void ResolveSlideCollissionOrthogonal() { var initPosition = new Vector2(0.5f, 0f); var shape = new RectangleShape(initPosition, new Vector2(1, 1)); IForwardMovablePhysicalEntity pe = new ForwardMovablePhysicalEntity(initPosition, shape, 1, MathHelper.Pi / 2); pe.InelasticCollision = true; ICollisionChecker collisionChecker = new CollisionCheckerMock(new List <IPhysicalEntity>() { pe }); var movementPhysics = new MovementPhysics(); ICollisionResolver collisionResolver = new MomentumCollisionResolver(collisionChecker, movementPhysics); movementPhysics.Move(pe); collisionResolver.ResolveCollisions(); Assert.Equal(pe.Position.X, 0, 2); Assert.Equal(pe.Position.Y, 0, 2); }
IEnumerator DashForward(int dashX, int dashY, int elapsedFrames) { Vector3 distancePerFrame = MovementPhysics.MovementVelocity(dashX, dashY, elapsedFrames); //Vector3(1/30, 0, 0) for (int i = 0; i < elapsedFrames; i++) { inMotion = true; transform.Translate(distancePerFrame); yield return(null); } double x = System.Math.Round(transform.position.x, 2); transform.position = new Vector3((float)x, transform.position.y, transform.position.z); inMotion = false; Vector3 distanceAfter = new Vector3(distancePerFrame.x + distancePerFrame.y / 2, 0, 0); while (!isGrounded) { transform.Translate(distanceAfter); yield return(null); } }
public MovementPhysicsTest() { m_movementPhysics = new MovementPhysics(); }
// Use this for initialization void Start() { rgbd = GetComponent <Rigidbody2D>(); moveSpeed = MovementPhysics.MovementVelocity(1, 0, 30); }
// Use this for initialization void Start() { controller = GetComponent <MovementPhysics>(); leftTargetNode = nodeManager.leftNode; rightTargetNode = nodeManager.rightNode; }
// Use this for initialization void Start() { physics = GetComponent <MovementPhysics>(); }
// Use this for initialization void Start() { controller = GetComponent <MovementPhysics>(); sprite = GetComponent <SpriteRenderer>(); }
private void Start() { targetPhysics = target.GetComponent <MovementPhysics>(); }