protected override void Update(GameTime gameTime) { thyme = (double)gameTime.ElapsedGameTime.Milliseconds / 1000; if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } allSpring[2].SLSMkII(thyme); sO.MultiSpring(thyme, allSpring[0], allSpring[1]); //foreach(EndPointTracker e in allTracker) e.Track(); for (int i = 0; i < allSpring.Length - 1; i++) { try { r = new Rectangle((int)allSpring[i].beginPointX, (int)allSpring[i - 1].endPointY + (int)allSpring[i - 1].beginPointY, (int)allSpring[i].radius, (int)(allSpring[i].stretch + allSpring[i].restLength)); allRectangle[i] = r; } catch { r = new Rectangle((int)allSpring[i].beginPointX, (int)allSpring[i].beginPointY, (int)allSpring[i].radius, (int)(allSpring[i].stretch + allSpring[i].restLength)); allRectangle[i] = r; } } r = new Rectangle((int)allSpring[2].beginPointX, (int)allSpring[2].beginPointY, (int)allSpring[2].radius, (int)(allSpring[2].stretch + allSpring[2].restLength)); allRectangle[2] = r; if (currentCase <= testCases) { sT.theTest(allSpring, thyme, currentCase, isInit); } if (sT.hasFinished) { s1 = new Spring(new Vector2(100, 0), new Vector2(100, 100), 100, 50, 0.0f, 1f, 5f, 0.5f); allSpring[0] = s1; s2 = new Spring(new Vector2(100, 100), new Vector2(100, 200), 100, 50, 0.0f, 1f, 2.5f, 1f); allSpring[1] = s2; s3 = new Spring(new Vector2(200, 0), new Vector2(250, 200), 200, 50, 0.0f, 1f, 5, 0.5f); allSpring[2] = s3; sT.totalThyme = 0; sT.hasFinished = true; } // TODO: Add your update logic here base.Update(gameTime); }
protected override void Update(GameTime gameTime) { thyme = (double)gameTime.ElapsedGameTime.Milliseconds / 1000; if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } foreach (Spring s in allSpring) { //s.SLS(gameTime); //s.SLSMkII(gameTime); } s3.SLSMkII(thyme); sO.MultiSpring(thyme, s1, s2); for (int i = 0; i < allSpring.Length - 1; i++) { try { r = new Rectangle((int)allSpring[i].beginPointX, (int)allSpring[i - 1].endPointY + (int)allSpring[i - 1].beginPointY, (int)allSpring[i].radius, (int)(allSpring[i].stretch + allSpring[i].restLength)); allRectangle[i] = r; } catch { r = new Rectangle((int)allSpring[i].beginPointX, (int)allSpring[i].beginPointY, (int)allSpring[i].radius, (int)(allSpring[i].stretch + allSpring[i].restLength)); allRectangle[i] = r; } r = new Rectangle((int)allSpring[2].beginPointX, (int)allSpring[2].beginPointY, (int)allSpring[2].radius, (int)(allSpring[2].stretch + allSpring[2].restLength)); allRectangle[2] = r; } // TODO: Add your update logic here base.Update(gameTime); }