Esempio n. 1
0
        public override void Update(float dt)
        {
            base.Update(dt);


            if (CCMouse.Instance.HasPosition)
            {
                // turn the control body based on the angle relative to the actual body
                cpVect mouseDelta = cpVect.cpvsub(CCMouse.Instance.Position, tankBody.GetPosition());
                float  turn       = cpVect.cpvtoangle(cpVect.cpvunrotate(tankBody.GetRotation(), mouseDelta));
                tankControlBody.SetAngle(tankBody.GetAngle() - turn);

                // drive the tank towards the mouse
                if (cpVect.cpvnear(CCMouse.Instance.Position, tankBody.GetPosition(), 30))
                {
                    tankControlBody.SetVelocity(cpVect.Zero);                     // stop
                }
                else
                {
                    float direction = (cpVect.cpvdot(mouseDelta, tankBody.GetRotation()) > 0 ? 1 : -1);
                    tankControlBody.SetVelocity(cpVect.cpvrotate(tankBody.GetRotation(), new cpVect(30 * direction, 0)));
                }
            }


            space.Step(dt);
        }
Esempio n. 2
0
 /// <summary>
 /// Updates the transforms position to the physics bodys position
 /// NOTE: When settings the position directly of a transform, you are also setting the position of the physics object
 /// This create unwanted behavoir so use this function to set the position without changing the rigidbodys transform
 /// </summary>
 public void UpdateToBodyTransform()
 {
     if (HasPhysicsAttached)
     {
         cpVect pos = AttachedPhysicsBody.GetPosition();
         _position = new Vector2(pos.x * Physics.PHYSICS_TRANSFORM_SCALE, pos.y * Physics.PHYSICS_TRANSFORM_SCALE);
         _rotation = AttachedPhysicsBody.GetAngle();
     }
 }
    //UpdatePosition then to Rendering game
    public void UpdatePosition(float dt)
    {
        mRigidbody2D.UpdatePosition(dt);

        // X.Tools.LogUtils.Debug(X.Tools.LogTag.Test, this.gameObject.name + ":" + mRigidbody2D.GetPosition().ToString());
        cpPos = mRigidbody2D.GetPosition();
        mPostion.Set(cpPos.x, cpPos.y);
        mAngle = cp.cpfangle(mRigidbody2D.GetAngle());
        //this.transform.SetPositionAndRotation(new Vector3(cpPos.x * 0.01f, cpPos.y * 0.01f, 0f), Quaternion.Euler(0f,0f, mAngle));//z-Euler
        this.transform.position = mPostion * XSpaceManager.UnitsPerPixel;
        this.transform.rotation = Quaternion.Euler(0f, 0f, mAngle);
    }
Esempio n. 4
0
        public override void Update(long gametime)
        {
            physic.UpdateVelocity(space.GetGravity(), 1, 0.01f);
            physic.UpdatePosition(1);
            shp.Update(trsf);
            cpVect position = physic.GetPosition();

            InvokeOnMainThread(() => {
                SetPosition(position);
            });

            angle = (physic.GetAngle() % 360) / 57.2958f;
            if (position.y > 500)
            {
                physic.ApplyImpulse(new cpVect(1, -150), new cpVect(0.1f, 0.1f));
            }
        }