Esempio n. 1
0
        /*
         * public void Move(double dt)
         * {
         * x += (float)(vx * dt);
         * y += (float)(vy * dt);
         * alpha += (float)(omega * dt);
         * if (vx < 0) {
         * if (x < radius) {
         *  x = radius * 2 - x;
         *  vx = -vx;
         * }
         * } else if (x >= U.WX - radius) {
         * x = (U.WX - radius) * 2 - x;
         * vx = -vx;
         * }
         * if (vy < 0) {
         * if (y < radius) {
         *  y = radius * 2 - y;
         *  vy = -vy;
         * }
         * } else if (y >= U.WY - radius) {
         * y = (U.WY - radius) * 2 - y;
         * vy = -vy;
         * }
         * }
         */

        public void MakeMove(double starttime, double endtime, List <Rib> ribs)
        {
            Rib r = new Rib(this, endtime, starttime);

            r.Clip(ribs);
            ribs.Add(r);
        }
Esempio n. 2
0
        public void Clip(List <Rib> ribs)
        {
            var    radius = sprite.Radius;
            bool   hit    = false;
            double poshit = 0.0;

            if (speed.X < 0)
            {
                if (pos1.X < radius)
                {
                    hit    = true;
                    poshit = radius;
                }
            }
            else if (pos1.X > U.WX - radius)
            {
                hit    = true;
                poshit = U.WX - radius;
            }
            if (hit)
            {
                // clipped by X
                double thit = (poshit - pos0.X) / speed.X;
                Rib    next = Split(thit);
                next.setSpeed(new Vec(-speed.X, speed.Y));
                next.Clip(ribs);
                ribs.Add(next);
                hit = false;
            }

            if (speed.Y < 0)
            {
                if (pos1.Y < radius)
                {
                    hit    = true;
                    poshit = radius;
                }
            }
            else if (pos1.Y > U.WY - radius)
            {
                hit    = true;
                poshit = U.WY - radius;
            }
            if (hit)
            {
                double thit = (poshit - pos0.Y) / speed.Y;
                Rib    next = Split(thit);
                next.setSpeed(new Vec(speed.X, -speed.Y));
                next.Clip(ribs);
                ribs.Add(next);
                hit = false;
            }
        }