public override void Update(float timeElapsed) { // calculate the combined force from each steering behavior in the vehicle's list Vector2D steeringForce = SB.Calculate(); // acceleration = force / mass Vector2D acceleration = steeringForce.divide(Mass); // update velocity Velocity.Add(acceleration.Multiply(timeElapsed)); // make sure vehicle does not exceed maximum velocity Velocity.truncate(MaxSpeed); // update the position Pos = Pos.Add(Velocity.Multiply(timeElapsed)); // update the heading if velocity is greater than 0. if (Velocity.LengthSquared() > 0.001) { Heading = Velocity.Normalize(); Side = Heading.Perpendicular(); } }
public override void OnCollision(Sandbox sb, Particle other) { if (other.Mass < Mass)//меняем местами, если столкнулись с более тяжелой частицей { var loc = other.Location; other.Location = Location; Location = loc; } Velocity = Velocity.Mult(-0); Velocity = Velocity.Add(new PointF(FastRnd.Next() * 2, FastRnd.Next() * 1f)); }
public void UpdatePosition(Rectangle rectangle) { Velocity.Add(Acceleration); Velocity.Limit(MaxSpeed); Location.Add(Velocity); //CheckEdges(rectangle.Width, rectangle.Height, rectangle.Left, rectangle.Top); UpdateRectangle(); Acceleration.Multiply(0); }
/// <summary> /// Обновление сил, скоростей и координат /// </summary> public virtual void Update(Sandbox sb, float dt) { var PrevLocation = Location; //приращение скорости Velocity = Velocity.Add(Acceleration, dt * dt); //приращение координаты Location = Location.Add(Velocity); //мы ударились о другую частицу? var cell = sb[X, Y]; if (cell != null && cell != this) { //остаемся на месте, обрабатываем столкновение Location = PrevLocation; OnCollision(sb, cell); } }
public void Update(GameTime gameTime) { // Check if entity is under map kill threshold if (Position.Y >= 12.5) { if (this is IPlayer) { IPlayer player = (IPlayer)this; player.CauseDamage(); } else if (this is IEnemy) { IEnemy enemy = (IEnemy)this; if (enemy.IsAlive()) { enemy.BeStomped(); } } } // Calculate the delta time float delta = gameTime.ElapsedGameTime.Milliseconds / 1000f; // Apply pending forces to acceleration foreach (Force force in forces) { Acceleration.Add(force.Calculate(this, delta)); } forces.Clear(); // Limit acceleration Acceleration.Limit(); // Increase velocity by acceleration and set to 0 Velocity.Add(Acceleration.Vector); Acceleration.Set(Vector2.Zero); // Limit new velocity Velocity.Limit(); // Handle moving entity's position based on velocity Movement.MoveEntity(this, Velocity.X * delta, -Velocity.Y * delta); }
// TODO: gravity private void UpdateVelocity(double seconds) { var engineOldOrientation = MainEngineOrientationAngle; UpdateRotation(seconds); var engineNewOrientation = MainEngineOrientationAngle; if (!IsMainEngineFiring) { return; } // way simplified, ..but meh, sufficient var engineAvgOrientantion = (engineOldOrientation + engineNewOrientation) / 2; var engineGeneratedVelocityMagnitude = EngineGeneratedAcceleration * seconds; var engineGeneratedVelocity = new Vector(engineGeneratedVelocityMagnitude, engineAvgOrientantion - 180); Velocity = Velocity.Add(engineGeneratedVelocity); }
public override void Update(float timeElapsed) { Console.WriteLine(ToString()); Vector2D totalVector = new Vector2D(); foreach (SteeringBehaviour steeringBehaviour in steeringBehaviours) { Vector2D steeringBehaviourVector = steeringBehaviour.Calculate(); totalVector.Add(steeringBehaviourVector); } // Acceleratie toevoegen op basis van Mass if (totalVector.Length() != 0) { totalVector = totalVector.Normalize(); Vector2D acceleration = totalVector.Divide(Mass).Multiply(MaxSpeed); Velocity.Add(acceleration.Multiply(timeElapsed)); Velocity.Truncate(MaxSpeed); Pos.Add(Velocity); } }
public override void Update(float timeElapsed) { // Calculate the combined force from each steering behaviour. Vector2D steeringForce = SB.Calculate(); // Acceleration = Force / Mass (Newton's laws of physics). Vector2D acceleration = steeringForce.Clone().divide(Mass); // Update velocity. Velocity.Add(acceleration.Clone().Multiply(timeElapsed)); // Make sure the moving entity does not exceed maximum speed. Velocity.Truncate(MaxSpeed); // Update position. Pos.Add(Velocity.Clone().Multiply(timeElapsed)); // Update heading if the velocity is bigger than 0 if (Velocity.LengthSquared() > 0) { Heading = Velocity.Clone().Normalize(); } }