Esempio n. 1
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        /// <summary>
        /// Bounces the asteroids based on their mass **Very buggy, needs work**
        /// </summary>
        /// <param name="object1"></param>
        /// <param name="object2"></param>
        protected void BounceObjects(GameObject object1, GameObject object2)
        {
            // Found from the center of mass formula
            // (M1*V1 + M2*V2) / (M1 + M2)
            // M = Mass   V = Velocity
            Vector2 cOfMass = (object1._mass * object1.Speed + object2._mass * object2.Speed) /
                (object1._mass + object2._mass);

            Vector2 normal1 = object2.Origin - object1.Origin;
            normal1.Normalize();
            Vector2 normal2 = object1.Origin - object2.Origin;
            normal2.Normalize();

            object1.Speed -= cOfMass;
            object1.Speed = Vector2.Reflect(object1.Speed, normal1);
            object1.Speed += cOfMass;

            object2.Speed -= cOfMass;
            object2.Speed = Vector2.Reflect(object2.Speed, normal2);
            object2.Speed += cOfMass;
        }
Esempio n. 2
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 /// <summary>
 /// Gets if two rectangles are colliding
 /// </summary>
 /// <param name="other"></param>
 /// <returns></returns>
 public bool Colliding(GameObject other)
 {
     return this.Bounds.Intersects(other.Bounds);
 }