public WallAvoidance(SteeringBehaviorsManager manager, Vehicle owner, float setFeelersLength, List <Wall> setWalls) : base(manager, owner) { feelers = new List <Vector2>(3); feelersLength = setFeelersLength; walls = setWalls; }
public Wander(SteeringBehaviorsManager manager, Vehicle theOwner, float setWandJitter, float setWandRadius, float setWandDist) : base(manager, theOwner) { wanderJitter = setWandJitter; wanderRadius = setWandRadius; wanderDistance = setWandDist; wanderTarget = RandomHelper.getRandomVector() * wanderRadius; }
public EvadeMulti(SteeringBehaviorsManager manager, Vehicle setOwner, float setMinDistance, GetVehicles updatePursuers, bool avoidBullets) : base(manager, setOwner) { minDistance = setMinDistance; minDistanceSquare = minDistance * minDistance; this.avoidBullets = avoidBullets; //evade = new Evade(manager, setOwner, null, setMinDistance); UpdatePursuers = updatePursuers; flee = new Flee(manager, setOwner, new Vector2()); }
public Arrive(SteeringBehaviorsManager manager, Vehicle theOwner, Vector2 targetPos, Deceleration decel) : base(manager, theOwner) { targetPosition = targetPos; deceleration = decel; }
public Flee(SteeringBehaviorsManager manager, Vehicle theOwner, Vector2 targetPos) : base(manager, theOwner) { targetPosition = targetPos; }
public SteeringBehavior(SteeringBehaviorsManager manager, Vehicle theOwner) { owner = theOwner; steeringBehaviorsManager = manager; }
public Vehicle(Vector2 setPosition, Vector2 setVelocity, float setMass, float setMaxSpeed, float setMaxForce, float setMaxTurnRate, GetVehicles getVehiclesFunction, int width, int height) : base(setPosition, setVelocity, setMass, setMaxSpeed, setMaxForce, setMaxTurnRate) { steering = new SteeringBehaviorsManager(this, getVehiclesFunction, width, height); }
public override void Update(GameTime gameTime) { neighbors = SteeringBehaviorsManager.GetNeighbors(Owner); }
public Seek(SteeringBehaviorsManager manager, Vehicle theOwner, Vector2 targetPos) : base(manager, theOwner) { targetPosition = targetPos; }
public Pursuit(SteeringBehaviorsManager manager, Vehicle theOwner, Vehicle theEvader) : base(manager,theOwner) { evader = theEvader; seek = new Seek(manager, theOwner, new Vector2()); }
public EvadeMulti(SteeringBehaviorsManager manager, Vehicle setOwner, float setMinDistance, GetVehicles updatePursuers) : this(manager, setOwner, setMinDistance, updatePursuers, false) { }
public Evade(SteeringBehaviorsManager manager, Vehicle theOwner, Vehicle thePursuer, float setMinDistance) : base(manager,theOwner) { pursuer = thePursuer; flee = new Flee(manager, theOwner, new Vector2()); minDistance = setMinDistance; minDistanceSquare = minDistance * minDistance; }
public Arrive(SteeringBehaviorsManager manager, Vehicle theOwner, Vector2 targetPos, Deceleration decel) : base(manager,theOwner) { targetPosition = targetPos; deceleration = decel; }
public Pursuit(SteeringBehaviorsManager manager, Vehicle theOwner, Vehicle theEvader) : base(manager, theOwner) { evader = theEvader; seek = new Seek(manager, theOwner, new Vector2()); }
public Evade(SteeringBehaviorsManager manager, Vehicle theOwner, Vehicle thePursuer, float setMinDistance) : base(manager, theOwner) { pursuer = thePursuer; flee = new Flee(manager, theOwner, new Vector2()); minDistance = setMinDistance; minDistanceSquare = minDistance * minDistance; }
public Separation(SteeringBehaviorsManager manager, Vehicle theOwner) : base(manager,theOwner) { }
public Separation(SteeringBehaviorsManager manager, Vehicle theOwner) : base(manager, theOwner) { }
public WallAvoidance(SteeringBehaviorsManager manager, Vehicle owner, float setFeelersLength, List<Wall> setWalls) : base(manager, owner) { feelers = new List<Vector2>(3); feelersLength = setFeelersLength; walls = setWalls; }
public Wander(SteeringBehaviorsManager manager, Vehicle theOwner, float setWandJitter, float setWandRadius, float setWandDist) : base(manager,theOwner) { wanderJitter = setWandJitter; wanderRadius = setWandRadius; wanderDistance = setWandDist; wanderTarget = RandomHelper.getRandomVector() * wanderRadius; }