Esempio n. 1
0
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }
            float Elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;

            cannonCooldown = Math.Max(0, cannonCooldown - Elapsed);
            ProcessInput(Elapsed);

            UpdateViewMatrix();

            float              height;
            Vector3            temp;
            LinkedList <Shell> delete = new LinkedList <Shell>();

            foreach (Shell shell in shells)
            {
                shell.Update(Elapsed);
                heightMapInfo.GetHeightAndNormal(shell.position, out height, out temp);
                if (shell.position.Y <= height)
                {
                    delete.AddLast(shell);
                }
            }
            foreach (Shell shell in delete)
            {
                shells.Remove(shell);
            }

            base.Update(gameTime);
        }
Esempio n. 2
0
File: tank.cs Progetto: BigDub/Armor
        /// <summary>
        /// This function is called when the game is Updating in response to user input.
        /// It'll move the tank around the heightmap, and update all of the tank's
        /// necessary state.
        /// </summary>
        public void Update(float elapsed, float turnAmount, Vector3 movement, HeightMapInfo heightMapInfo, Vector2 turretVector)
        {
            facingDirection += turnAmount * TankTurnSpeed * elapsed;

            // next, we'll create a rotation matrix from the direction the tank is
            // facing, and use it to transform the vector.

            Vector3 velocity = Vector3.Transform(movement, orientation);

            velocity *= TankVelocity;

            turretRotationValue = turretVector.X;
            cannonRotationValue = turretVector.Y;

            // Now we know how much the user wants to move. We'll construct a temporary
            // vector, newPosition, which will represent where the user wants to go. If
            // that value is on the heightmap, we'll allow the move.
            Vector3 newPosition = position + velocity * elapsed;

            if (heightMapInfo.IsOnHeightmap(newPosition))
            {
                // now that we know we're on the heightmap, we need to know the correct
                // height and normal at this position.
                heightMapInfo.GetHeightAndNormal(newPosition,
                                                 out newPosition.Y, out normal);


                // As discussed in the doc, we'll use the normal of the heightmap
                // and our desired forward direction to recalculate our orientation
                // matrix. It's important to normalize, as well.


                // now we need to roll the tank's wheels "forward." to do this, we'll
                // calculate how far they have rolled, and from there calculate how much
                // they must have rotated.
                float distanceMoved = Vector3.Distance(position, newPosition);
                float theta         = distanceMoved / TankWheelRadius;
                int   rollDirection = movement.Z > 0 ? 1 : -1;

                wheelRotationValue += theta * rollDirection;

                // once we've finished all computations, we can set our position to the
                // new position that we calculated.
                position = newPosition;
            }
            orientation    = Matrix.CreateRotationY(FacingDirection);
            orientation.Up = normal;

            orientation.Right = Vector3.Cross(orientation.Forward, orientation.Up);
            orientation.Right = Vector3.Normalize(orientation.Right);

            orientation.Forward = Vector3.Cross(orientation.Up, orientation.Right);
            orientation.Forward = Vector3.Normalize(orientation.Forward);
        }