private void UpdatePosition() { Velocity += Acceleration * time.DeltaTime; if (Vector2fLibrary.GetMagnitude(Velocity * time.DeltaTime) > MaxVelocity) { Velocity = Vector2fLibrary.SetMagnitude(Velocity, MaxVelocity / time.DeltaTime); } Shape.Position += Velocity * time.DeltaTime; }
private void UpdateVelocity(Random rd) { //Acceleration += new Vector2f((float)(rd.NextDouble() * 2 - 1), (float)(rd.NextDouble() * 2 - 1)); Velocity += Acceleration /** time.DeltaTime*/; double magnitude = Vector2fLibrary.GetMagnitude(Velocity); if (magnitude > velocityLimit) { Velocity = Vector2fLibrary.SetMagnitude(Velocity, velocityLimit); } Shape.Position += Velocity * time.DeltaTime; }