private void SetVY(double time, double vy) { this.vy = vy; vyf = IntegrableFunction <double, double> .SplitAt(vyf, time, (PolyFunc <double, double>) vy, false); yp = t => y0 + vyf.FI(t); }
private void SetVX(double time, double vx) { this.vx = vx; vxf = IntegrableFunction <double, double> .SplitAt(vxf, time, (PolyFunc <double, double>) vx, false); xp = t => x0 + vxf.FI(t); }
public static void Main() { PolyFunc <double, double> l1 = new PolyFunc <double, double>(1); PolyFunc <double, double> l2 = new PolyFunc <double, double>(2); IntegrableFunction <double, double> split = IntegrableFunction <double, double> .SplitAt(l1, 2, l2, false); for (double d = 0; d < 5; d += 0.1) { Console.WriteLine("<{0},{1},{2},{3},{4}>", d, l1.F(d), l2.F(d), split.F(d), split.FI(d)); } Console.ReadKey(); }
public Game(MainChar m) { pm = new PhysicsManager(this); renderman = new RenderManager(); entities = //new AdvancedEntityManager(128,64,32,16,8,4,2,1,0.5); new AdvancedEntityManager(pm, renderman, 128, 64, 32, 16, 8, 4, 2, 1, 0.5); events = new GameEventManager(this, 1000, 100, 10, 1); mainChar = m; //entities = new ListEntityManager(); gameTimer = new BulletHell.Time.Timer(); curTimeRate = 1; timeRateFunc = new PolyFunc <double, double>(curTimeRate); timeFunc = timeRateFunc.FI; Add(m); }
public MainChar(Drawable d, BulletStyle sty, double x0, double y0, double s = 20, GraphicsStyle g = null) : base(0, null, d, new Point(2), new EntityClass("MainChar", "Character"), null, g) { speed = s; this.x0 = x0; this.y0 = y0; vxf = new PolyFunc <double, double>(0); vyf = new PolyFunc <double, double>(0); xp = t => x0; yp = t => y0; Position = new Particle(t => xp(t), t => yp(t)); BulletEmission em = new BulletEmission(0, 0.25, sty, TrajectoryFactory.SimpleVel(2, -40, 5), TrajectoryFactory.SimpleVel(-2, -40, -5) ); BulletPattern pat = new BulletPattern(new EntityClass("MainCharBullet", "Bullet"), em); Emitter = new BulletEmitter(-1, pat); Time = 0; }
public void ResetTime() { gameTimer.Reset(); timeRateFunc = new PolyFunc <double, double>(curTimeRate); timeFunc = timeRateFunc.FI; }