Exemple #1
0
        private CollisionInfo GetBoxOverlap(Box other)
        {
            Vec2 circlePoint = new Vec2(Mathf.Clamp(position.x, other.x - other.halfWidth, other.x + other.halfWidth),
                                        Mathf.Clamp(position.y, other.y - other.halfHeight, other.y + other.halfHeight));
            Vec2 distance = circlePoint - this.position;

            if (distance.Length() < radius)
            {
                return(new CollisionInfo(distance.NewNormalized(), -(radius - distance.Length()), true));
            }
            return(null);
        }
Exemple #2
0
        private void PlayerAnimation(byte currentAnimation)
        {
            //Animation
            _timePassed += Time.deltaTime;
            if (_velocity.Length() > 1)
            {
                _animationSpeed = 1 + (Time.time / 70 % 10);
            }
            currentFrame = (int)_animationSpeed;

            //Rotation
            float tempDeltaAngle = 0;
            float temp           = 0;

            tempDeltaAngle = _velocity.GetAngleDegrees() - rotation % 360;

            if (tempDeltaAngle % 360 < -6 || tempDeltaAngle % 360 > 6)
            {
                if (tempDeltaAngle % 360 < 0)
                {
                    temp = -6;
                }
                else
                {
                    temp = 6;
                }

                if (Math.Abs(tempDeltaAngle % 360) > 180)
                {
                    temp = 0 - temp;
                }

                rotation += temp;
            }
            else if (tempDeltaAngle >= -6 && tempDeltaAngle <= -1)
            {
                rotation -= 0.75f;
            }
            else if (tempDeltaAngle <= 6 && tempDeltaAngle > 1)
            {
                rotation += 0.75f;
            }
        }
Exemple #3
0
 private void EulerIntegration()
 {
     _oldPosition = Position;
     _velocity   += _acceleration;
     if (_velocity.Length() > _maxSpeed)
     {
         _velocity.Normalize();
         _velocity *= _maxSpeed;
     }
     Position += _velocity;
     SetXY(Position.x, Position.y);
 }
Exemple #4
0
        public static void UnitTest()
        {
            Vec2  testVec   = new Vec2(2, 4);
            Vec2  testVec2  = new Vec2(3, 4);
            float tempFloat = 0;

            Vec2 temp = testVec + testVec2;

            Console.WriteLine("Addition correct?: " + (Math.Abs(temp.x - 5) < 0.01f && Math.Abs(temp.y - 8) < 0.01f));

            temp = testVec - testVec2;
            Console.WriteLine("Substraction correct?: " + (Math.Abs(temp.x + 1) < 0.01f && Math.Abs(temp.y) < 0.01f));

            temp = 2 * testVec;
            Console.WriteLine("Multiplication on left correct?: " + (Math.Abs(temp.x - 4) < 0.01f && Math.Abs(temp.y - 8) < 0.01f));

            temp = testVec * 2;
            Console.WriteLine("Multiplication on right correct?: " + (Math.Abs(temp.x - 4) < 0.01f && Math.Abs(temp.y - 8) < 0.01f));

            tempFloat = testVec2.Length();
            Console.WriteLine("Length correct?: " + (Math.Abs(tempFloat - 5) < 0.01f));

            testVec2.Normalize();
            Console.WriteLine("Normalize correct?: " + (Math.Abs(testVec2.Length() - 1) < 0.01f && Math.Abs(testVec2.x - 0.6f) < 0.01f && Math.Abs(testVec2.y - 0.8f) < 0.01f));

            testVec2 = new Vec2(3, 4);

            temp = testVec2.Normalized();
            Console.WriteLine("Normalized correct?: " + (Math.Abs(temp.Length() - 1) < 0.01f && Math.Abs(temp.x - 0.6f) < 0.01f && Math.Abs(temp.y - 0.8f) < 0.01f));

            testVec.SetXY(15, 2);
            Console.WriteLine("SetXY correct?: " + (Math.Abs(testVec.x - 15) < 0.01f && Math.Abs(testVec.y - 2) < 0.01f));

            Console.WriteLine("Deg2Rad correct?: " + (Math.Abs(Deg2Rad(180) - Math.PI) < 0.01f));

            Console.WriteLine("Rad2Deg correct?: " + (Math.Abs(Rad2Deg((float)Math.PI) - 180) < 0.01f));

            testVec = GetUnitVectorDeg(180);
            Console.WriteLine("GetUnitVectorDeg correct?: " + (Math.Abs(testVec.x + 1) < 0.01f && Math.Abs(testVec.y) < 0.01f));

            testVec = GetUnitVectorRad((float)Math.PI);
            Console.WriteLine("GetUnitVectorRad correct?: " + (Math.Abs(testVec.x + 1) < 0.01f && Math.Abs(testVec.y) < 0.01f));

            Console.WriteLine("RandomUnitVector correct?: " + (Math.Abs(RandomUnitVector().Length() - 1) < 0.01f));

            testVec = RandomUnitVector();
            testVec.SetAngleDegrees(270);
            Console.WriteLine("SetAngleDegrees correct?: " + (Math.Abs(testVec.y + 1) < 0.01f && Math.Abs(testVec.x) < 0.01f));

            Console.WriteLine("GetAngleDegrees correct?: " + (Math.Abs(testVec.GetAngleDegrees() - 270) < 0.01f));

            testVec.SetAngleRadians((float)Math.PI);
            Console.WriteLine("SetAngleRadians correct?: " + (Math.Abs(testVec.x + 1) < 0.01f && Math.Abs(testVec.y) < 0.01f));

            Console.WriteLine("GetAngleRadians correct?: " + (Math.Abs(testVec.GetAngleRadians() - Math.PI) < 0.01f));

            testVec.RotateDegrees(90);
            Console.WriteLine("RotateDegrees correct?: " + (Math.Abs(testVec.GetAngleDegrees() - 270) < 0.01f));

            testVec = RandomUnitVector();
            testVec.SetAngleDegrees(180);

            testVec.RotateRadians((float)Math.PI / 2);
            Console.WriteLine("RotateRadians correct?: " + (Math.Abs(testVec.GetAngleRadians() - (3 * Math.PI) / 2) < 0.01f));

            testVec  = new Vec2(2, 4);
            testVec2 = new Vec2(3, 4);

            Console.WriteLine("Dot correct?: " + ((testVec.Dot(testVec2) - 22) < 0.01f));

            Vec2 testVecNormal = testVec2.Normal();

            Console.WriteLine("Normal correct?: " + (Math.Abs(testVecNormal.x + 0.8f) < 0.01f && Math.Abs(testVecNormal.y - 0.6f) < 0.01f && Math.Abs(testVecNormal.Length() - 1) < 0.01f));

            testVec.Reflect(1, testVec2);
            Console.WriteLine("Reflect correct?: " + (Math.Abs(testVec.x - 3.28f) < 0.01f && Math.Abs(testVec.y - 3.04f) < 0.01f));
        }