コード例 #1
0
        public Universe Load(string filename)
        {
            TextReader reader = new StreamReader(filename);

            GravityObject var;
            List<GravityObject> planets = new List<GravityObject>();
            int index = 0;
            string line = reader.ReadLine();
            while (line != null)
            {
                if (line.Contains("{"))
                {
                    line = reader.ReadLine();
                    float x = float.Parse(line.Substring(1, line.Length - 1));
                    line = reader.ReadLine();
                    float y = float.Parse(line.Substring(1, line.Length - 1));
                    Vector2 coordinates = new Vector2(x, y);

                    line = reader.ReadLine();
                    float xv = float.Parse(line.Substring(1, line.Length - 1));
                    line = reader.ReadLine();
                    float yv = float.Parse(line.Substring(1, line.Length - 1));
                    Vector2 velocity = new Vector2(xv, yv);

                    line = reader.ReadLine();
                    DebugFileManager.GetDebugFileManager().WriteLineF(line);
                    float radius = float.Parse(line.Substring(1, line.Length - 1));

                    var = new GravityObject(index, coordinates, velocity, radius);
                    planets.Add(var);
                    index++;

                    if (!reader.ReadLine().Contains("}"))
                    {
                        DebugFileManager.GetDebugFileManager().WriteLineF("There was an error in loading the planet data. Please make sure the savegame is not corrupted.");
                        Environment.Exit(0);
                    }
                }
                line = reader.ReadLine();
            }
            Universe universe = new Universe();
            foreach (GravityObject go in planets)
            {
                universe.AddGravityObject(go);
            }
            DebugFileManager dfm = DebugFileManager.GetDebugFileManager();
            dfm.WriteLine("[SAVEGAME LOADING INFORMATION]");
            dfm.WriteLine(" We managed to load the savegame. Here are the results generated from the savefile:");
            foreach (GravityObject go in universe.planets)
            {
                dfm.WriteLine("\t[GRAVITYOBJECT START]");
                dfm.WriteLine("\t "+ go.Diameter);
                dfm.WriteLine("\t[GRAVITYOBJECT END]");
            }
            dfm.WriteLine("[SAVEGAME LOADING INFORMATION END]");
            dfm.Flush();
            return universe;
        }
コード例 #2
0
ファイル: Universe.cs プロジェクト: Baggykiin/GravityGame
 public void CreatePath(Vector2 coordinates, Vector2 velocity, float mass, int points)
 {
     ghosts.Clear();
     GravityObject go = new GravityObject(planets.Count, coordinates, velocity, mass, true);
     for (int i = 0; i < points; i++)
     {
         foreach (GravityObject go2 in planets)
         {
             go.CalculateForce(go2);
         }
         go.Update(-1);
         go.ClearForce();
         ghosts.Add(new PathPoint( (int) go.Coordinates.X, (int) go.Coordinates.Y, 600, Color.White));
     }
 }
コード例 #3
0
ファイル: Universe.cs プロジェクト: Baggykiin/GravityGame
 public void AddGravityObject(GravityObject go)
 {
     planets.Add(go);
 }
コード例 #4
0
 public bool Handled(GravityObject go)
 {
     return false;
 }
コード例 #5
0
        /// <summary>
        /// Checks whether this object collides with the passed object,
        /// and if so, destroys the lighter object and increases the mass
        /// of the bigger object by the mass of the lighter object.
        /// If masses are equal, this object takes precendence.
        /// </summary>
        /// <param name="target">The object against which collisions will be checked.</param>
        public void CheckCollision(GravityObject target)
        {
            if (IsMarkedDelete) return;

            float dY = target.coordinates.Y - coordinates.Y;
            float dX = target.coordinates.X - coordinates.X;

            float c = Pythagoras(dY, dX);

            // Compares the distance between the planets to the radius of both planets added together.
            // Evaluates to true if objects have a collision.
            if (c <= (radius + target.Radius))
            {
                int r = (this.color.R + target.color.R / 2);
                int g = (this.color.G + target.color.G / 2);
                int b = (this.color.B + target.color.B / 2);

                float targetSignificance = target.Mass / this.mass;

                if (radius > target.Radius)
                {
                    this.mass += target.Mass;

                    Vector2 vTargetTotal = target.velocity * new Vector2(targetSignificance, targetSignificance);
                    Vector2 vTotal = this.velocity + vTargetTotal;
                    this.velocity = vTotal / (1f + targetSignificance);

                    this.color = new Color(r, g, b);

                    target.IsMarkedDelete = true;
                }
                else if (radius < target.Radius)
                {
                    target.Mass += this.mass;

                    Vector2 vTargetTotal = target.velocity * new Vector2(targetSignificance, targetSignificance);
                    Vector2 vTotal = this.velocity + vTargetTotal;
                    target.velocity = vTotal / (1f + targetSignificance);

                    target.color = new Color(r, g, b);

                    this.IsMarkedDelete = true;
                }
                else
                {
                    this.mass += target.Mass;

                    this.coordinates.X += dX/2;
                    this.coordinates.Y += dY/2;

                    this.velocity = ((this.velocity + target.velocity) / new Vector2(2, 2));

                    this.color = new Color(r, g, b);

                    target.IsMarkedDelete = true;
                }
                RecalculateSize();
                target.RecalculateSize();
            }
        }
コード例 #6
0
        /// <summary>
        ///	 Calculate the force between the 'this' object and the passed object.
        ///	 Force will only be applied on this object, so for a correct calculation of the force
        ///	 between object a and b, you need to run both a.CalculateForce(b) and b.CalculateForce(a).
        /// </summary>
        /// <param name="go">The GravityObject against which the force of this object will be calculated.</param>
        public void CalculateForce(GravityObject go)
        {
            float dX = go.coordinates.X - coordinates.X;
            float dY = go.coordinates.Y - coordinates.Y;

            float r = Pythagoras(dY, dX);

            float force = Universe.GRAVITATIONAL_CONSTANT * ((mass * go.Mass) /(float)Math.Pow(r,3));
            lastForce = force;

            this.force.Y += dY * force;
            this.force.X += dX * force;
        }