public Vector2 Calculate(Arma arma, float secs, Vector2 target)
        {
            if (Vector2.Distance(arma.getPosition(), target) > panic)
            {
                return(new Vector2());
            }

            Vector2 desired = arma.getPosition() - target;

            desired = Vector2.Normalize(desired) * arma.getMaxVelocidade();
            return(desired - arma.getVelocidade());
        }
Esempio n. 2
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        public Vector2 Calculate(Arma arma, float secs)
        {
            if (Mouse.GetState().LeftButton == ButtonState.Pressed)
            {
                alvo = new Vector2(Mouse.GetState().X, Mouse.GetState().Y);
            }

            Vector2 desired = alvo - arma.getPosition();

            desired = Vector2.Normalize(desired) * arma.getMaxVelocidade();
            return(desired - arma.getVelocidade());
        }
        public Vector2 Calcularpursuit(Arma arma, float secs)
        {
            Vector2 toTarget = alvo.getPosition() - arma.getPosition();
            float   relative = Vector2.Dot(arma.getDirecao(), alvo.getDirecao());

            if (Vector2.Dot(toTarget, arma.getDirecao()) > 0 &&
                relative < -0.95)
            {
                return(new BehaviorSeek(alvo.getPosition()).Calculate(arma, secs));
            }

            float lookAheadTime = toTarget.Length() / (arma.getMaxVelocidade() + alvo.getVelocidade().Length());

            return(new BehaviorSeek(alvo.getPosition() + alvo.getVelocidade() * lookAheadTime).Calculate(arma, secs));
        }