private void Homing(GameTime gameTime) { if (FollowObject != null) { Direction = MathFunctions.ChangeDirection(gameTime, Direction, Position, FollowObject.Position, DegreeChange); Direction = MathFunctions.ScaleDirection(Direction); } }
public void RotateTowardsPoint(GameTime gameTime, Vector2 startingPoint, Vector2 preferredPoint, float rotateSpeed) { if (startingPoint.Equals(preferredPoint)) { return; } SetDirection(MathFunctions.ChangeDirection(gameTime, scaledDirection, startingPoint, preferredPoint, rotateSpeed)); }
private void UpdateFollowing(GameTime gameTime) { if (TurningSpeed == 0) { TurningSpeed = 1; } Direction = MathFunctions.ChangeDirection(gameTime, Direction, Position, FollowObject.Position, TurningSpeed); Direction = MathFunctions.ScaleDirection(Direction); }
public override void Update(GameTime gameTime, GameObjectVertical obj) { obj.FindFollowObject(); if (obj.FollowObject != null && obj.DisableFollowObject <= 0) { obj.Direction = MathFunctions.ChangeDirection(gameTime, obj.Direction, obj.Position, obj.FollowObject.Position, obj.TurningSpeed); obj.Direction = MathFunctions.ScaleDirection(obj.Direction); } }
private void UpdateFollowObject(GameTime gameTime) { Direction = MathFunctions.ChangeDirection(gameTime, Direction, Position, player.Position, 1); Direction = MathFunctions.ScaleDirection(Direction); }