Normalize() public static method

Creates a unit vector from the specified vector. The result is a vector one unit in length pointing in the same direction as the original vector.
public static Normalize ( Vector2 value ) : Vector2
value Vector2 Source Vector2.
return Vector2
コード例 #1
1
 public override bool Shoot(Player player, ref Microsoft.Xna.Framework.Vector2 position, ref float speedX, ref float speedY, ref int type, ref int damage, ref float knockBack)
 {
     Vector2 direction = new Vector2(speedX, speedY);
     direction.Normalize();
     position += direction * item.width;
     return true;
 }
コード例 #2
1
ファイル: Helper.cs プロジェクト: GarethIW/TriRace
 public static float AngleBetween(Vector2 v1, Vector2 v2)
 {
     v1.Normalize();
     v2.Normalize();
     float Angle = (float)Math.Acos(Vector2.Dot(v1, v2));
     return Angle;
 }
コード例 #3
0
        public Point ClosestPointTo(Point point)
        {
            Vector2 unitSegment = new Vector2((float)(this.Point2.X - this.Point1.X), (float)(Point2.Y - Point1.Y));

            unitSegment.Normalize();

            Vector2 pointVector = new Vector2((float)(point.X - this.Point1.X), (float)(point.Y - Point1.Y));
            //			Segment pointSegment = new Segment( new Point(0,0),
            //				new Point(point.x - this.Point1.X, point.y - Point1.Y));

            float l = Vector2.Dot(pointVector, unitSegment);

            if (l < 0)
            {
                return(this.Point1);
            }
            else if (l * l > this.GetLengthSquared())
            {
                return(this.Point2);
            }
            else
            {
                Point newPoint = new Point(Point1.X + l * unitSegment.X, Point1.Y + l * unitSegment.Y);
                return(newPoint);
            }
        }
コード例 #4
0
        public Bullet(Game game, Vector2 spawnpoint, Vector2 impulse,ABulletStats stats,Vector2 parentVelocity,bool friendly = false)
            : base(game,spawnpoint,friendly)
        {
            _parentVelocity = parentVelocity;
            _stats = stats;
            _txture = _textures.ProjectileTxture;
            _impulse = impulse;
            _impulse.Normalize();
            int plusminus = Tools.PlusOrMinus();
            _impulse += new Vector2(_impulse.Y*plusminus,_impulse.X*plusminus*-1)*(float)MyRandom.Random.NextDouble()*stats.Inaccuracy;
            TimetoLive = stats.TimetoLive;

            //txtrect = new Rectangle(0,0);

            base.LoadContent();
            if (krypton.Lights.Count < 20)
            {
                light2 = CreateLights(_textures.PointLightTexture32);
            }
            /*
            _bullet = BodyFactory.CreateCircle(_world, ConvertUnits.ToSimUnits(_stats.Radius),30f);
            _bullet.Position = ConvertUnits.ToSimUnits(_position.X, _position.Y );
            _bullet.BodyType = BodyType.Kinematic;
            //_bullet.IsSensor = true;
            _bullet.LinearVelocity =  (ConvertUnits.ToSimUnits(_impulse*200));
              */
            _position -= new Vector2(spriteBounds.Width / 2, spriteBounds.Height / 2);
            Wake();
        }
コード例 #5
0
        /// <summary>
        /// 构造函数
        /// </summary>
        public Thorn()
        {
            PhysicsBody.Active = false;
            AnimTexture.TexturePath = "Items/Thorn";
            Size = new Vector2(11, 34);
            // Origin = new Vector2(12.5f, 12.5f);
            AnimTexture.SourceRect = new Rectangle(0, 0, 11, 34);
            AnimTexture.AnimSeqList.Add(new AnimSequence("Hot", 0, 1, 1, true, true));
            AnimTexture.AnimSeqList.Add(new AnimSequence("Normal", 1, 1, 1, true, true));
            AnimTexture.AnimSeqList.Add(new AnimSequence("Ice", 2, 1, 1, true, true));
            AnimTexture.PlaySeq("Hot");

            RelaRateModifier mod = new RelaRateModifier("Shoot", "Position");
            mod.OnStart += Shoot_OnStart;
            StartTween("Shoot");

            // 计算速度
            vSpeed = SceneManager.Instance.GetItemByName("Role").Position - SceneManager.Instance.GetItemByName("Askia").Position;
            vSpeed.Normalize();
            vSpeed *= speed;
            // 设置角度
            if (vSpeed.X == 0)
                vSpeed.X += 0.00001f;
            Rotation = -(float)Math.Acos(vSpeed.Y / vSpeed.X);
        }
コード例 #6
0
ファイル: Goalie.cs プロジェクト: det/Rimbalzo
 public Goalie(World world, GoalieData spawn)
 {
     var body = new Body(world);
     var angle = spawn.End - spawn.Begin;
     body.Rotation = FMath.Atan2(angle.Y, angle.X);
     segment.A = spawn.Begin;
     segment.B = spawn.End;
     var normal = new Vector2(-angle.Y, angle.X);
     normal.Normalize();
     delta = normal * .5f;
     segmentOut.A = spawn.Begin + delta;
     segmentOut.B = spawn.End + delta;
     segmentIn.A = spawn.Begin - delta;
     segmentIn.B = spawn.End - delta;
     body.Position = spawn.Begin;
     var verts = new Vertices();
     verts.Add(new Vector2(left, bottom));
     verts.Add(new Vector2(right, bottom));
     verts.Add(new Vector2(right, top));
     verts.Add(new Vector2(left, top));
     var shape = new PolygonShape(verts, 1f);
     body.FixedRotation = true;
     body.BodyType = BodyType.Dynamic;
     Fixture = body.CreateFixture(shape);
 }
コード例 #7
0
 public void activate(Vector2 startPos, Vector2 direction)
 {
     m_Position = startPos;
     direction.Normalize();
     m_Direction = direction;
     m_IsActive = true;
 }
コード例 #8
0
ファイル: Line.cs プロジェクト: pensistudios/Venus
 public Line(Vector2 p1, Vector2 p2)
 {
     direction = p2 - p1;
     worldPosition = p1;
     normal = new Vector2(-direction.Y,direction.X);
     normal.Normalize();
 }
コード例 #9
0
ファイル: Line.cs プロジェクト: pensistudios/Venus
 public Line(int x1, int y1, int x2, int y2)
 {
     direction = new Vector2(x2-x1,y2-y1);
     worldPosition = new Vector2(x1,y1);
     normal = new Vector2(-direction.Y,direction.X);
     normal.Normalize();
 }
コード例 #10
0
        private WheelJointTest()
        {
            Body ground = BodyFactory.CreateEdge(World, new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));

            {
                PolygonShape shape = new PolygonShape(1);
                shape.Vertices = PolygonTools.CreateRectangle(0.5f, 2.0f);

                Body body = new Body(World);
                body.BodyType = BodyType.Dynamic;
                body.Position = new Vector2(0.0f, 7.0f);

                body.CreateFixture(shape);

                Vector2 axis = new Vector2(-1000.0f, -2.0f);
                axis.Normalize();

                WheelJoint jd = new WheelJoint(ground, body, new Vector2(0, 8.5f), axis);
                jd.MotorSpeed = 1.0f;
                jd.MaxMotorTorque = 1000.0f;
                jd.MotorEnabled = true;
                jd.SpringFrequencyHz = 1.0f;
                jd.SpringDampingRatio = 0.2f;
                World.AddJoint(jd);

                PolygonShape shape2 = new PolygonShape(1);
                shape2.Vertices = PolygonTools.CreateRectangle(0.5f, 2.0f);
                Body body2 = BodyFactory.CreatePolygon(World, shape2.Vertices, 0.5f);
                body2.BodyType = BodyType.Dynamic;
                body2.Position = new Vector2(10.0f, 7.0f);
            }
        }
コード例 #11
0
ファイル: TrackPoint.cs プロジェクト: kbarrett/particle-car
        public void Draw(SpriteBatch spriteBatch, TrackPoint tp)
        {
            if (tp == this)
            {
                if (!drawn)
                {
                    drawn = true;
                }
                else
                {
                    drawn = false;
                    return;
                }
            }
            next.Draw(spriteBatch, tp);

            foreach (Particle p in occupying)
            {
                Vector2 shift = new Vector2(0, 1);
                shift.Normalize();
                shift *= -10 * occupying.IndexOf(p);
                Color colour = maxThroughput < 3 ? Color.Red : Color.IndianRed;
                p.Draw(spriteBatch, rotate(loc + shift, 1), colour);
            }
        }
コード例 #12
0
 public static Vector2 GetInletDirection(Vector2 Position)
 {
     Vector2 inletDirection = new Vector2();
     inletDirection = inletPosition - Position;
     inletDirection.Normalize();
     return inletDirection;
 }
コード例 #13
0
        public override void Update(GameTime gameTime)
        {
            Vector2 direction = new Vector2(0, 0);

            mFixture.Body.ResetDynamics();
            mFixture.Body.LinearVelocity = new Vector2(0, 0);
            mFixture.Body.Rotation = 0;

            UpdateInput();

            //base.Update(gameTime);
            if (mControllable)
            {
                direction = DetermineDesiredDirection();

                if (direction.Length() > .065f)
                {
                    mFixture.Body.LinearVelocity = (direction * mMaxSpeed);
                }

                if (direction.Length() > 0)
                {
                    direction.Normalize();
                    mDirection = direction;
                }
            }

            mPosition = new Vector2(mFixture.Body.Position.X, mFixture.Body.Position.Y); // converts Body.Position (meters) into pixels

            UpdateAnimation(gameTime, direction);
        }
コード例 #14
0
ファイル: LightningBox.cs プロジェクト: zpconn/FieldPong
        /// <summary>
        /// A streak of lightning is drawn simply by piecing together a long string of small line segments, 
        /// each of which is slightly rotated.
        /// </summary>
        private void DrawLightningStreak(LineBatch lineBatch, Color color, Vector2 start, Vector2 end, int numSegments,
            float deviation)
        {
            Random randomGen = new Random();

            Vector2 disp = end - start;
            Vector2 unitDisp = Vector2.Normalize(disp);
            Vector2 stepVector = unitDisp * disp.Length() / (float)numSegments;
            Vector2 perpVec = new Vector2(-stepVector.Y, stepVector.X);
            perpVec.Normalize();

            Vector2 startPoint = start;
            Vector2 endPoint = new Vector2();

            for (int i = 0; i < numSegments; ++i)
            {
                endPoint = start + stepVector * (i + 1);

                // If this is an intermediate segment, apply an offset perpendicular to the line connecting start to end.
                if (i < numSegments - 1)
                {
                    float random = (float)randomGen.NextDouble();
                    float offset = (random >= 0.5f ? 1 : -1) * random * deviation;

                    endPoint += perpVec * offset;
                }

                lineBatch.DrawLine(startPoint, endPoint, color);

                startPoint = endPoint;
            }
        }
コード例 #15
0
ファイル: Edge.cs プロジェクト: patpaquette/SSB-clone
        public Vector2 GetNormalizedVector()
        {
            Vector2 v = new Vector2(this.V2.X - this.V1.X, this.V2.Y - this.V2.Y);
            v.Normalize();

            return v;
        }
コード例 #16
0
ファイル: nGonBuilder.cs プロジェクト: Kcanavrin/tesseract
        public void DrawLaser(SpriteBatch batch, Vector2 from, Vector2 to, float amount, float width)
        {
            amount = MathHelper.Clamp(amount, 0, 1);
            //if (amount == 0)
            {
                //DrawLine(batch, brush, 1, color, from, to);
            }
            //else
            {
                float number = (int)((from - to).Length() / width);
                float modWidth = width * amount / 2;
                //Vector2 fromTop = from
                Vector2 center = from - (from - to) * (1 / number);;
                Vector2 nextCenter = from;
                Vector2 perp = to - from;
                perp = new Vector2(-perp.Y, perp.X);
                perp.Normalize();

                DrawLine(batch, brush, 1, color, from, center + perp * modWidth);
                DrawLine(batch, brush, 1, color, from, center - perp * modWidth);
                DrawLine(batch, brush, 1, color, center + perp * modWidth, to + perp * modWidth);
                DrawLine(batch, brush, 1, color, center - perp * modWidth, to - perp * modWidth);

                for (float i = 0f; i < number + 2; ++i)
                {
                    perp *= -1;
                    center = nextCenter;
                    nextCenter = from - (from - to) * (i / number);
                    DrawLine(batch, brush, 1, color, center - perp * modWidth, nextCenter + perp * modWidth);
                    DrawLine(batch, brush, 1, color, center + perp * modWidth, nextCenter - perp * modWidth);
                }
            }
        }
コード例 #17
0
ファイル: AI_moderate.cs プロジェクト: Greflop/Final
        public void update(GameTime gametime, Casper casper)
        {
            if (aggro.Intersects(casper.Hitbox))
            {
                if (!casperIsIntersecting)
                {
                    SoundManager.alert.Play();
                    casperIsIntersecting = true;
                }
                if (!hitbox.Intersects(casper.Hitbox))
                {
                    Direction = new Vector2(casper.Position.X - hitbox.X, casper.Position.Y - hitbox.Y);
                    Direction.Normalize();
                    Position.X = hitbox.X;
                    Position.Y = hitbox.Y;
                    Position += Direction * Velocity;
                    hitbox.X = (int)Position.X;
                    hitbox.Y = (int)Position.Y;

                }
            }
            aggro.X = hitbox.X - Res.gI().ScaleX(400);
            aggro.Y = hitbox.Y - Res.gI().ScaleY(400);
            if (!aggro.Intersects(casper.Hitbox))
            {
                casperIsIntersecting = false;
            }
        }
コード例 #18
0
ファイル: RNG.cs プロジェクト: Wydra/LD24
        public static Vector2 RandomUnitVector()
        {
            Vector2 vect = new Vector2();
            int rand = NexVal(0, 7);
            switch (rand)
            {
                case 0:
                    vect = new Vector2(0, 1);
                    break;
                case 1:
                    vect = new Vector2(1, 1);
                    break;
                case 2:
                    vect = new Vector2(1, 0);
                    break;
                case 3:
                    vect = new Vector2(1, -1);
                    break;
                case 4:
                    vect = new Vector2(0, -1);
                    break;
                case 5:
                    vect = new Vector2(-1, -1);
                    break;
                case 6:
                    vect = new Vector2(-1, 0);
                    break;
                case 7:
                    vect = new Vector2(-1, 1);
                    break;
            }

            vect.Normalize();
            return vect;
        }
コード例 #19
0
ファイル: Shoal.cs プロジェクト: weimingtom/db-diver
        public override void Update(State s, Room room)
        {
            base.Update(s, room);
            Vector2 direction = new Vector2((float)((TargetX - x) * (DiverGame.Random.NextDouble() * 0.2f + 0.8f)),
                                            (float)((TargetY - y) * (DiverGame.Random.NextDouble() * 0.2f + 0.8f)));

            if(direction.LengthSquared() > 0)
                direction.Normalize();

            speedX += direction.X * 0.007f;
            speedY += direction.Y * 0.007f;
            speedX *= 0.999f;
            speedY *= 0.999f;

            float speed = (float)Math.Sqrt(speedX * speedX + speedY * speedY);
            animationGridFrame += speed * 0.25f + 0.03f;

            x += speedX;
            y += speedY;
            X = (int)x;
            Y = (int)y;

            float desiredRot = (float)Math.Atan2(speedX, -speedY) - (float)Math.PI / 2f;
            float rotDiff = desiredRot - rotation;
            while (rotDiff > MathHelper.Pi) rotDiff -= MathHelper.TwoPi;
            while (rotDiff < -MathHelper.Pi) rotDiff += MathHelper.TwoPi;
            rotation += rotDiff * 0.1f;
        }
コード例 #20
0
ファイル: Helper.cs プロジェクト: GarethIW/VoxelShooter
 public static float AngleBetween(Vector2 v1, Vector2 v2)
 {
     if(v1!=Vector2.Zero) v1.Normalize();
     if(v2!=Vector2.Zero) v2.Normalize();
     float Angle = (float)Math.Acos(Vector2.Dot(v1, v2));
     return Angle;
 }
コード例 #21
0
ファイル: Rocket.cs プロジェクト: dosjos/SpaceDestroyer
        public override void Calculate()
        {
            if (EnemyList.Count > 0)
            {
                Target = FindClosestEnemy();// EnemyList[0]; //TODO beregn den fysisk nermeste fiendem

                Vector2 t = new Vector2(Target.X + Target.Width/2, Target.Y + Target.Height/2);

                dir = t - Position;
                dir.Normalize();

                Angle = (float)Math.Atan2(
                          (double)dir.Y,
                          (double)dir.X);

                Position += dir * Speed;
                X = (int)Position.X;
                Y = (int)Position.Y;
            }
            else
            {
                X = (int)Position.X;
                Y = (int)Position.Y;
                Position += dir * Speed;
            }
        }
コード例 #22
0
ファイル: PacMan.cs プロジェクト: antonidag/PacMan
        public void MoveRight(float delta)
        {
            dir = new Vector2(1, 0);

            pos = pos + dir * speed * delta;
            dir.Normalize();
        }
コード例 #23
0
ファイル: ZombieHitState.cs プロジェクト: Bigalan09/Zombies
        public override void Act(GameTime gameTime)
        {
            base.Act(gameTime);
            hitTime -= 1.0f;

            if (hitTime <= 0)
            {
                Vector2 temp = new Vector2(Owner.FaceVector.X, Owner.FaceVector.Y);
                temp.Normalize();
                ArrayList targetList = new ArrayList();
                Owner.EntitiesInRadius(50, Owner.CenterPosition + Owner.Bounds, targetList);

                for (int i = 0; i < targetList.Count; i++)
                {
                    if (targetList[i] is Player)
                    {
                        if (Owner is BigZombie)
                        {
                            ((Being)targetList[i]).Health -= 8;
                        }
                        ((Being)targetList[i]).Health -= 2;

                    }
                }
                hitTime = 5;
                //Zombie.CurrentState = new ZombieWalkState();
            }
        }
コード例 #24
0
ファイル: Wander.cs プロジェクト: csalmon3/DreamStateMachine
        override public void update(float dt)
        {
            ownerTilePos = new Point(owner.hitBox.Center.X / world.tileSize, owner.hitBox.Center.Y / world.tileSize);
            pathTilePos = new Point(nextPathPoint.X / world.tileSize, nextPathPoint.Y / world.tileSize);
            if (ownerTilePos.X == pathTilePos.X && ownerTilePos.Y == pathTilePos.Y)
            {
                if (path.Count > 0)
                {
                    nextPathPoint = path.ElementAt(0);
                    path.RemoveAt(0);
                }
                else
                {
                    onEnd();
                }
            }
            else
            {
                Vector2 movement = new Vector2(nextPathPoint.X - owner.hitBox.Center.X, nextPathPoint.Y - owner.hitBox.Center.Y);
                movement.Normalize();
                movement *= 2;
                owner.velocity.X = movement.X;
                owner.velocity.Y = movement.Y;
                owner.isWalking = true;
                owner.setGaze(nextPathPoint);
            }


        }
コード例 #25
0
ファイル: PacMan.cs プロジェクト: antonidag/PacMan
        public void MoveDown(float delta)
        {
            dir = new Vector2(0,1);

            pos = pos + dir * speed * delta;
            dir.Normalize();
        }
コード例 #26
0
 public Player()
 {
     position = new Vector2(500/2, 500/2);
     velocity = new Vector2(0, 0);
     hitbox = new Rectangle();
     speed = 5;
     health = 100;
     //manaPoints = 0;
     #region Vapen-relaterat
     gunCooldown = 750;
     machinegunCooldown = 125;
     shotgunCooldown = 250;
     gunAmmo = 6;
     shotgunAmmo = 2;
     machinegunAmmo = 40;
     gunAmmoMax = 6;
     shotgunAmmoMax = 2;
     machinegunAmmoMax = 40;
     rsGun = 500;
     rsShotgun = 2000;
     rsMachinegun = 1000;
     gunDamage = 100;
     shotgunDamage = 100;
     machinegunDamage = 35;
     #endregion
     experiencePoints = 0;
     level = 1;
     velocity.Normalize();
     velocity *= speed;
     
    // profession = "Blank";
     sourceRectangle = new Rectangle(0, 0, 48, 60);
 }
コード例 #27
0
ファイル: StarWeapon.cs プロジェクト: HaKDMoDz/Zazumo
        public override Vector2[] FindTargets(ZazumoActor zazumoActor, IEnumerable<EnemyActor> enemies)
        {
            var moveDiretion = new Vector2(zazumoActor.Location.X, zazumoActor.Location.Y) - _lastPosition;
            moveDiretion.Normalize();

            _lastPosition = new Vector2(zazumoActor.Location.X, zazumoActor.Location.Y);

            var requestedTarget = new Vector2(moveDiretion.X * -10f, moveDiretion.Y * -6f);

            if (Single.IsNaN(requestedTarget.X) || Single.IsNaN(requestedTarget.Y))
                return new Vector2[]{};

            if (_lastTarget == Vector2.Zero)
            {
                _lastTarget = requestedTarget;
                return new Vector2[] { requestedTarget };
            }
            else
            {
                _lastTarget.Normalize();
                var lastAngle = (Single)(Math.Acos(_lastTarget.X) * (_lastTarget.Y > 0 ? -1.0 : 1.0));

                requestedTarget.Normalize();
                var requestedAngle = (Single)(Math.Acos(requestedTarget.X) * (requestedTarget.Y > 0 ? -1.0 : 1.0));

                Single angle = (0.7f * lastAngle) + (0.3f * requestedAngle);

                var direction = new Vector2((Single)Math.Cos(angle), (Single)Math.Sin(angle) * -1.0f);
                direction.Normalize();
                var newtarget = new Vector2(direction.X * 10f, direction.Y * 6f);
                _lastTarget = newtarget;

                return new Vector2[] { newtarget };
            }
        }
コード例 #28
0
 override public void update(float dt)
 {
     //Console.WriteLine(path.Count);
     double distance = Math.Sqrt(Math.Pow(target.hitBox.Center.X - owner.hitBox.Center.X, 2) + Math.Pow(target.hitBox.Center.Y - owner.hitBox.Center.Y, 2));
     if (distance > 50)
     {
         Vector2 attackVector = new Vector2(owner.hitBox.Center.X - target.hitBox.Center.X, owner.hitBox.Center.Y - target.hitBox.Center.Y);
         attackVector.Normalize();
         attackVector *= 50;
         attackVector.X += target.hitBox.Center.X;
         attackVector.Y += target.hitBox.Center.Y;
         Point attackPos = new Point((int)attackVector.X, (int)attackVector.Y);
         Vector2 movement = new Vector2(attackPos.X - owner.hitBox.Center.X, attackPos.Y - owner.hitBox.Center.Y);
         movement.Normalize();
         movement *= 5;
         //owner.movementIntent /= 3f;
         owner.velocity.X = movement.X;
         owner.velocity.Y = movement.Y;
         owner.isWalking = true;
         owner.setGaze(attackPos);
     }
     else
     {
         owner.setGaze(target.hitBox.Center);
         Punch punch = new Punch(owner.animationList, owner);
         if (!owner.animationList.has(punch))
         {
             owner.animationList.pushFront(punch);
         }
     }
 }
コード例 #29
0
ファイル: CameraShake.cs プロジェクト: RastaCow/Nez
		void IUpdatable.update()
		{
			if( Math.Abs( _shakeIntensity ) > 0f )
			{
				_shakeOffset = _shakeDirection;
				if( _shakeOffset.X != 0f || _shakeOffset.Y != 0f )
				{
					_shakeOffset.Normalize();
				}
				else
				{
					_shakeOffset.X = _shakeOffset.X + Random.nextFloat() - 0.5f;
					_shakeOffset.Y = _shakeOffset.Y + Random.nextFloat() - 0.5f;
				}

				// TODO: this needs to be multiplied by camera zoom so that less shake gets applied when zoomed in
				_shakeOffset *= _shakeIntensity;
				_shakeIntensity *= -_shakeDegredation;
				if( Math.Abs( _shakeIntensity ) <= 0.01f )
				{
					_shakeIntensity = 0f;
					enabled = false;
				}
			}

			entity.scene.camera.position += _shakeOffset;
		}
コード例 #30
0
 /// <summary>
 /// Initialize the link with a beginning and ending
 /// point.
 /// </summary>
 /// <param name="first">First point in the link.</param>
 /// <param name="last">Last point in the link.</param>
 public Link(Vector2 first, Vector2 last)
 {
     this.first = first;
     this.last = last;
     normalized = last - first;
     normalized.Normalize();
 }
コード例 #31
0
ファイル: Utility.cs プロジェクト: eriksk/Ludum-Dare-48
 public static Vector2 DirectionFrom(Vector2 point1, Vector2 point2, out float angle)
 {
     angle = AngleFrom(point1, point2);
     Vector2 direction = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));
     direction.Normalize();
     return direction;
 }
コード例 #32
0
ファイル: SlimyCyst.cs プロジェクト: yepfiery/TheOrderOfSlime
 public override void NPCLoot()                     //this makes stuff happen at the death
 {
     for (int i = 0; i < Main.rand.Next(3, 8); i++) //this makes three to eight slimes spawn, I think
     {
         Microsoft.Xna.Framework.Vector2 pos   = new Microsoft.Xna.Framework.Vector2(npc.Center.X + Main.rand.NextFloat(-5, 5), npc.Center.Y + Main.rand.NextFloat(5));
         Microsoft.Xna.Framework.Vector2 direc = pos;
         direc.Normalize(); //normalizing a vector will result in the vector becoming a unit direction. multiply this by a speed
         Dust.NewDust(pos, npc.width, npc.height, 0, direc.X, direc.Y, 0, new Color(18, 204, 52));
     }
 }
コード例 #33
0
ファイル: Coin.cs プロジェクト: wynaut-wastaken/ProjectTC
        public Coin(Vector2 pos, int type)
        {
            var rand = new Random();

            Velocity.X = rand.NextFloat(-5, 5) / 4;
            Velocity.Y = rand.NextFloat(1, 4) / -8;
            var len = Velocity.Length();

            Velocity.Normalize();
            Velocity *= len;
            Dimension.LoadGameObject(this);
            position = pos;
            coinType = type;
        }
コード例 #34
0
        /// <summary>
        /// Determines whether the closest point on the segment lies on one of the endpoints.
        /// </summary>
        /// <param name="point">The point to test to.</param>
        /// <returns>Whether the closest point on this segment to the argument point lies on the endpoints.</returns>
        #endregion
        public bool IsClosestPointOnEndpoint(ref Point point)
        {
            sUnitSegmentForIsClosestPointOnEndpoint.X = (float)(this.Point2.X - this.Point1.X);
            sUnitSegmentForIsClosestPointOnEndpoint.Y = (float)(Point2.Y - Point1.Y);
            sUnitSegmentForIsClosestPointOnEndpoint.Normalize();

            sPointVectorForIsClosestPointOnEndpoint.X = (float)(point.X - this.Point1.X);
            sPointVectorForIsClosestPointOnEndpoint.Y = (float)(point.Y - Point1.Y);

#if FRB_MDX
            float l = Vector2.Dot(sPointVectorForIsClosestPointOnEndpoint, sUnitSegmentForIsClosestPointOnEndpoint);
#else
            float l;
            Vector2.Dot(ref sPointVectorForIsClosestPointOnEndpoint, ref sUnitSegmentForIsClosestPointOnEndpoint, out l);
#endif
            return(l < 0 || l * l > this.GetLengthSquared());
        }
コード例 #35
0
ファイル: Debug.cs プロジェクト: andrecosta/COMP3352
        private void DrawVector(SpriteBatch spriteBatch, IGameObject sprite, int borderSize, Color borderColor)
        {
            // Calculate line size and angle
            var       sr    = sprite.GetComponent <SpriteRenderer>();
            var       rb    = sprite.GetComponent <Rigidbody>();
            Vector2   vv    = new Vector2(rb.velocity.X, rb.velocity.Y);
            Vector2   begin = new Vector2(sprite.Transform.Position.X, sprite.Transform.Position.Y);
            Vector2   end   = begin + vv;
            Rectangle r     = new Rectangle((int)begin.X, (int)begin.Y, (int)(end - begin).Length() + borderSize, borderSize);
            Vector2   v     = Vector2.Normalize(begin - end);
            float     angle = (float)Math.Acos(Vector2.Dot(v, -Vector2.UnitX));

            if (begin.Y > end.Y)
            {
                angle = MathHelper.TwoPi - angle;
            }

            // Calculate text and background sizes
            Vector2 XtextSize = _spriteFont.MeasureString("X:" + (int)vv.X);
            Vector2 YtextSize = _spriteFont.MeasureString("Y:" + (int)vv.Y);
            int     maxWidth  = (int)XtextSize.X;

            if (YtextSize.X > maxWidth)
            {
                maxWidth = (int)YtextSize.X;
            }
            Rectangle textSize = new Rectangle((int)end.X - maxWidth / 2, (int)end.Y - (int)XtextSize.Y + 4,
                                               maxWidth + 4, (int)XtextSize.Y + 9);

            // Draw vector line and component values
            spriteBatch.Draw(_pixel, r, null, borderColor, angle, Vector2.Zero, SpriteEffects.None, 0.0002f);

            if (ShowVectorPositionLabels)
            {
                spriteBatch.DrawString(_spriteFont, "X:" + (int)vv.X, new Vector2(textSize.X + 2, end.Y - 12), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0);
                spriteBatch.DrawString(_spriteFont, "Y:" + (int)vv.Y, new Vector2(textSize.X + 2, end.Y - 2), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0);

                // Draw text background
                spriteBatch.Draw(_consoleWindow, textSize, null, Color.White, 0, Vector2.Zero, SpriteEffects.None, 0.0001f);
            }
        }