public void ApplyForceTo(GameTime gameTime, MovingEntity entity) { entity.SumOfForces += force * Direction; }
public ActorMovedEvent(Optional<Object> sender, int delay, MovingEntity movedEntity) : base(sender, "actor_moved", delay) { this.movedEntity = movedEntity; }
private void UpdateEntity(MovingEntity entity, GameTime gameTime) { entity.Velocity += entity.SumOfForces / entity.Mass; entity.Update(gameTime); }