public void HandleInput(GameTime gameTime) { currentTime += (float)gameTime.ElapsedGameTime.Milliseconds; KeyboardState keys = Keyboard.GetState(); if (keys.IsKeyDown(Keys.Up)) { float x = (float)Math.Sin(facing); float z = (float)Math.Cos(facing); JVector newPath = new JVector(x, 0f, z) * speed; newPath = newPath * currentTime; newPath.Normalize(); forward = newPath; body.AddForce(newPath * 100f); //position = body.Position; //position += newPath; //body.Position = position; } if (keys.IsKeyDown(Keys.Left)) { facing -= 0.05f; } if (keys.IsKeyDown(Keys.Right)) { facing += 0.05f; } if (keys.IsKeyDown(Keys.Down)) { float x = (float)Math.Sin(facing); float z = (float)Math.Cos(facing); JVector newPath = new JVector(x, 0f, z) * speed; newPath = newPath * currentTime; newPath.Normalize(); body.AddForce(newPath * -100f); } if (keys.IsKeyDown(Keys.Space)) { body.AddForce(JVector.Up * 100f); } /*if (keys.IsKeyDown(Keys.A)) * * if (keys.IsKeyDown(Keys.S)) * * if (keys.IsKeyDown(Keys.W)) */ }
private void AddBlowerForceToNearbyRigid(RigidBody rigid) { Vector3 force = new Vector3(StaticData.BlowerForceOnRigid, 0, 0); switch (Dir) { case Direction.East: // Initialized break; case Direction.South: force.Y = -force.X; force.X = 0; break; case Direction.West: force.X = -force.X; break; case Direction.North: force.Y = force.X; force.X = 0; break; default: //Nothing break; } rigid.AddForce(force * rigid.Mass); }
public virtual void Damage(Transform source, float damage, float stunTime, float knockback, float knockbackHeight = 0) { Health -= damage; var dir = (transform.position - source.position); dir.y = knockbackHeight; dir.Normalize(); MusicManager.Instance.PlaySound(HitSounds[UnityEngine.Random.Range(0, HitSounds.Length)], 0.9f); if (IsDead()) { Invoke("Kill", 1.2f); RigidBody.AddForce(dir * knockback * 50, ForceMode.Impulse); GameManager.Instance.Hitstun(1); GameManager.Instance.Player1.PlayerCamera.Shake(1, 0.7f); GameManager.Instance.Player2.PlayerCamera.Shake(1, 0.7f); return; } if (stunTime > 0) { GameManager.Instance.Hitstun(stunTime); } RigidBody.AddForce(dir * knockback * 25, ForceMode.Impulse); }
public void Boost() { if (State == BirdState.Thrown && !_hasBoost) { RigidBody.AddForce(RigidBody.velocity * _boostForce); _hasBoost = true; } }
public override void OnUpdate(float elapsedSeconds) { base.OnUpdate(elapsedSeconds); if (!this.poweringUp) { if (Kadro.Input.KeyboardInput.IsKeyDown(Keys.Left)) { this.Transform.Rotation -= this.resolutionsPerSecond * elapsedSeconds; this.Transform.Position = VectorExtensions.Rotate(this.Transform.Position, -this.resolutionsPerSecond * elapsedSeconds, focusPosition - offset); } if (Kadro.Input.KeyboardInput.IsKeyDown(Keys.Right)) { this.Transform.Rotation += this.resolutionsPerSecond * elapsedSeconds; this.Transform.Position = VectorExtensions.Rotate(this.Transform.Position, this.resolutionsPerSecond * elapsedSeconds, focusPosition - offset); } if (MouseInput.OnMouseMoved()) { float targetAngle = (GameScene.ActiveScene.ViewToWorld(MouseInput.PositionVector) - focusPosition + offset).PerpRight().ToPolar(); //targetAngle = MathExtensions.LerpAngle(this.Transform.Rotation, targetAngle, 1.0f * elapsedSeconds); this.Transform.Rotation = targetAngle; this.Transform.Position = VectorExtensions.Rotate(focusPosition, targetAngle, focusPosition - offset); } if (Kadro.Input.KeyboardInput.OnKeyDown(Keys.Space)) { this.poweringUp = true; // add constant velocity to move back RigidBody r = this.Components.Get <RigidBodyComponent>().RigidBody; r.AddVelocityChange(VectorExtensions.AngleToVector2(this.Transform.Rotation).PerpLeft() * this.poweringUpVelocity * elapsedSeconds); } } if (this.poweringUp && Kadro.Input.KeyboardInput.IsKeyDown(Keys.Space)) { this.timeSinceStart += elapsedSeconds; } if ((this.poweringUp && Kadro.Input.KeyboardInput.OnKeyUp(Keys.Space)) || this.timeSinceStart > this.releaseTime) { // release this.timeSinceStart = 0f; this.releasing = true; RigidBody r = this.Components.Get <RigidBodyComponent>().RigidBody; r.Velocity = Vector2.Zero; r.AngularVelocity = 0; } if (this.releasing) { // accelerate cue until it hits the ball RigidBody r = this.Components.Get <RigidBodyComponent>().RigidBody; r.AddForce(-VectorExtensions.AngleToVector2(this.Transform.Rotation).PerpLeft() * this.releaseForce * elapsedSeconds); } }
public void TakeDamage(float damage) { SpriteRenderer.material.color = new Color32(255, 180, 180, 255); StartCoroutine(NormalizeColor()); RigidBody.AddForce(transform.right * 0.01f, ForceMode2D.Impulse); // TODO Remove hardcode Animator.SetFloat(AnimatorSpeedParameterName, 0); Animator.SetTrigger(AnimatorReceiveDamageTriggerName); Enemy.TakeDamage(damage); }
// Use this for initialization void Start(int range) { //When created, the hook will rotate back and fire a certain distance. It's not effected by gravity, so it'll //go in a straigh line. physics = GetComponent <RigidBody>; transform.Rotate(new Vector3(0, -45, 0)); physics.AddForce(new Vector3(0, 0, 10 + 10 * range)); flying = false; }
public override void Jump() { if (!CheckGrounded()) { return; } Animator.SetTrigger("Jump"); PlaySound(jump); RigidBody.AddForce(Vector2.up * JumpForce); }
///<summary> /// Applies the gravitational force to the given rigid body. ///</summary> public override void UpdateForce(RigidBody body, double dt) { // Check that we do not have infinite mass if (body.HasInfiniteMass) { return; } // Apply the mass-scaled force to the body body.AddForce(m_gravity * body.GetMass()); }
public virtual void Update(GameTime gameTime) { Cell cellat = area.CellAt(Position); if (cellat != null && Position.Y < area.WaterHeight && cellat.isLake) { JVector d = area.Physics.Gravity * -1; d.Normalize(); RigidBody.AddForce(d * (RigidBody.Mass * Bouyancy * area.Physics.Gravity.Length())); } }
private void FollowEat() { Vector3 playerPosition = _player.transform.position; forceVector = playerPosition - transform.position; forceVector = forceVector.normalized * force; RigidBody.AddForce(forceVector); RigidBody.velocity *= _forceFade; transform.LookAt(_player.transform); }
void HandleMovement() { if (RigidBody.velocity.y < 0 && !Dead) { animator.SetBool("Land", true); } if (Jump && RigidBody.velocity.y == 0 && !Dead) { RigidBody.AddForce(new Vector2(0, jumpForce)); } // if (GameController.instance.scrollSpeed >0) animator.SetFloat("Speed", 1.0f); }
void FixedUpdate() { //Can just use the straight reference to the script rather //then update a bool every frame //Also switched to Fire1 in case user is using a controller if (pickUpBallScript.holding && Input.GetKey("Fire1")) { strength += increaseRate; aaRb.AddForce(strength, 0, 0); //Removed the instantiate as that is quite heavy on the //engine and will quickly cause performance issues } }
// Update is called once per frame void Update() { OldPosition = positionOfParent.transform.position.x; if (Input.GetKeyDown("space") && !shooting) { // Set shooting to true shooting = true; // The Bullet instantiation, to make a copy whenever firing GameObject Bullet_Handler; Bullet_Handler = Instantiate(Bullet, Bullet_Spawn_Point.transform.position, Bullet_Spawn_Point.transform.rotation); // Sometimes bullets may appear rotated incorrectly due to the way its pivot was set from the original, can be corrected here Bullet_Handler.transform.Rotate(Vector3.forward * 90); // Retrieve the Rigidbody2D component from the instantiated Bullet and control it. Rigidbody2D RigidBody; RigidBody = Bullet_Handler.GetComponent <Rigidbody2D>(); // If the old position is greater or equal to the current, the bullet will be going right if (OldPosition >= positionOfParent.transform.position.x) { // Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force. RigidBody.AddForce(transform.right * Bullet_Force); } // Else we have to send it left because we are facing the opposite direction else { RigidBody.AddForce(transform.right * -(Bullet_Force)); } // Set the Bullets to self destruct after 3 Seconds Destroy(Bullet_Handler, 3.0f); } if (shooting) { // If already shooting start timer until it reaches proper delay time bullet_Timer += Time.deltaTime; if (bullet_Timer >= bullet_Delay) { // Reset timer and set shooting to false to start the process over and allow more shooting bullet_Timer = 0f; shooting = false; } } }
/** * Applies the jump effect to the player *@param axis - translation axis, defined by the user inputs */ void Jump(Vector2 axis) { // is body currently lying on the ground? if (IsGrounded) { RigidBody.drag = 5.0f; // not already jumping? if (m_Jump) { Jumping = true; // apply the jump force RigidBody.drag = 0.0f; RigidBody.velocity = new Vector3(RigidBody.velocity.x, 0.0f, RigidBody.velocity.z); RigidBody.AddForce(new Vector3(0.0f, m_TranslationController.m_JumpForce, 0.0f), ForceMode.Impulse); // run the jump animation if (m_ModelController.AnimState != IModelController.IEAnimState.IE_AS_DoKick) { m_ModelController.AnimState = IModelController.IEAnimState.IE_AS_Jumping; } } // mitigate the jump effect when the player lies again on the ground, and if he isn't running if (!Jumping && Mathf.Abs(axis.x) < float.Epsilon && Mathf.Abs(axis.y) < float.Epsilon && RigidBody.velocity.magnitude < 1.0f) { RigidBody.Sleep(); } } else { RigidBody.drag = 0.0f; // if not jumping, check if the player is falling down a slope if (m_PreviouslyGrounded && !Jumping) { StickToGround(); } } m_Jump = false; }
private void BuildScene() { // creating two boxShapes with different sizes Shape boxShape = new BoxShape(JVector.One); Shape groundShape = new BoxShape(new JVector(10, 1, 10)); // create new instances of the rigid body class and pass // the boxShapes to them RigidBody boxBody1 = new RigidBody(boxShape); RigidBody boxBody2 = new RigidBody(boxShape); boxBody1.Tag = Color.LightPink; boxBody2.Tag = Color.LightSkyBlue; RigidBody groundBody = new RigidBody(groundShape); groundBody.Tag = Color.LightGreen; // set the position of the box size=(1,1,1) // 2 and 5 units above the ground box size=(10,1,10) boxBody1.Position = new JVector(0, 4, 1.0f); boxBody2.Position = new JVector(0, 4, -1.0f); pointConstraint = new PointConstraint( boxBody1, boxBody2, new JVector(0, 4f, 0)); // add a force to one body - so it's not that boring boxBody1.AddForce(JVector.One * 10); world.AddConstraint(pointConstraint); // make the body static, so it can't be moved groundBody.IsStatic = true; // add the bodies to the world. world.AddBody(boxBody1); world.AddBody(boxBody2); world.AddBody(groundBody); }
public void PreStep(float timeStep) { float vel = car.LinearVelocity.Length(); SideFriction = 2.5f - JMath.Clamp(vel / 20.0f, 0.0f, 1.4f); ForwardFriction = 5.5f - JMath.Clamp(vel / 20.0f, 0.0f, 5.4f); JVector force = JVector.Zero; JVector worldAxis = JVector.Transform(JVector.Up, car.Orientation); JVector worldPos = car.Position + JVector.Transform(Position, car.Orientation); JVector forward = new JVector(-car.Orientation.M31, -car.Orientation.M32, -car.Orientation.M33); JVector wheelFwd = JVector.Transform(forward, JMatrix.CreateFromAxisAngle(JVector.Up, SteerAngle / 360 * 2 * JMath.Pi)); JVector wheelLeft = JVector.Cross(JVector.Up, wheelFwd); wheelLeft.Normalize(); JVector wheelUp = JVector.Cross(wheelFwd, wheelLeft); float rayLen = 2.0f * Radius + WheelTravel; JVector wheelRayStart = worldPos; JVector wheelDelta = -Radius * worldAxis; JVector wheelRayEnd = worldPos + wheelDelta; float deltaFwd = (2.0f * Radius) / (NumberOfRays + 1); float deltaFwdStart = deltaFwd; lastDisplacement = displacement; displacement = 0.0f; lastOnFloor = false; JVector rayOrigin = car.Position + JVector.Transform(Position, car.Orientation); JVector groundNormal = JVector.Zero; JVector groundPos = JVector.Zero; float deepestFrac = float.MaxValue; RigidBody worldBody = null; for (int i = 0; i < NumberOfRays; i++) { float distFwd = (deltaFwdStart + i * deltaFwd) - Radius; float zOffset = Radius * (1.0f - (float)Math.Cos(Math.PI / 4 * (distFwd / Radius))); JVector newOrigin = wheelRayStart + distFwd * wheelFwd + zOffset * wheelUp; RigidBody body; JVector normal; float frac; bool result = world.CollisionSystem.Raycast(newOrigin, wheelDelta, raycast, out body, out normal, out frac); if (result && frac <= 1.0f) { if (frac < deepestFrac) { deepestFrac = frac; groundPos = rayOrigin + frac * wheelDelta; worldBody = body; groundNormal = normal; } lastOnFloor = true; } } if (!lastOnFloor) { return; } if (groundNormal.LengthSquared() > 0.0f) { groundNormal.Normalize(); } // System.Diagnostics.Debug.WriteLine(groundPos.ToString()); displacement = rayLen * (1.0f - deepestFrac); displacement = JMath.Clamp(displacement, 0.0f, WheelTravel); float displacementForceMag = displacement * Spring; // reduce force when suspension is par to ground displacementForceMag *= Math.Abs(JVector.Dot(groundNormal, worldAxis)); // apply damping float dampingForceMag = upSpeed * Damping; float totalForceMag = displacementForceMag + dampingForceMag; if (totalForceMag < 0.0f) { totalForceMag = 0.0f; } JVector extraForce = totalForceMag * worldAxis; force += extraForce; JVector groundUp = groundNormal; JVector groundLeft = JVector.Cross(groundNormal, wheelFwd); if (groundLeft.LengthSquared() > 0.0f) { groundLeft.Normalize(); } JVector groundFwd = JVector.Cross(groundLeft, groundUp); JVector wheelPointVel = car.LinearVelocity + JVector.Cross(car.AngularVelocity, JVector.Transform(Position, car.Orientation)); // rimVel=(wxr)*v JVector rimVel = angVel * JVector.Cross(wheelLeft, groundPos - worldPos); wheelPointVel += rimVel; JVector worldVel = worldBody.LinearVelocity + JVector.Cross(worldBody.AngularVelocity, groundPos - worldBody.Position); wheelPointVel -= worldVel; // sideways forces float noslipVel = 0.1f; float slipVel = 0.1f; float slipFactor = 0.7f; float smallVel = 3; float friction = SideFriction; float sideVel = JVector.Dot(wheelPointVel, groundLeft); if ((sideVel > slipVel) || (sideVel < -slipVel)) { friction *= slipFactor; } else if ((sideVel > noslipVel) || (sideVel < -noslipVel)) { friction *= 1.0f - (1.0f - slipFactor) * (System.Math.Abs(sideVel) - noslipVel) / (slipVel - noslipVel); } if (sideVel < 0.0f) { friction *= -1.0f; } if (System.Math.Abs(sideVel) < smallVel) { friction *= System.Math.Abs(sideVel) / smallVel; } float sideForce = -friction * totalForceMag; extraForce = sideForce * groundLeft; force += extraForce; // fwd/back forces friction = ForwardFriction; float fwdVel = JVector.Dot(wheelPointVel, groundFwd); if ((fwdVel > slipVel) || (fwdVel < -slipVel)) { friction *= slipFactor; } else if ((fwdVel > noslipVel) || (fwdVel < -noslipVel)) { friction *= 1.0f - (1.0f - slipFactor) * (System.Math.Abs(fwdVel) - noslipVel) / (slipVel - noslipVel); } if (fwdVel < 0.0f) { friction *= -1.0f; } if (System.Math.Abs(fwdVel) < smallVel) { friction *= System.Math.Abs(fwdVel) / smallVel; } float fwdForce = -friction * totalForceMag; extraForce = fwdForce * groundFwd; force += extraForce; // fwd force also spins the wheel JVector wheelCentreVel = car.LinearVelocity + JVector.Cross(car.AngularVelocity, JVector.Transform(Position, car.Orientation)); angVelForGrip = JVector.Dot(wheelCentreVel, groundFwd) / Radius; torque += -fwdForce * Radius; // add force to car car.AddForce(force, groundPos + 0.5f * JVector.Up); // add force to the world if (!worldBody.IsStatic) { worldBody.AddForce(force * (-1) * 0.01f, groundPos); } }
public override void UpdateForce(RigidBody body, float duration) { if (body.Mass < 0.0f) return; body.AddForce(VectorGravity * body.Mass); }
private void OnJump() { RigidBody.AddForce(new Vector3(0, 700 * 2, 0)); didJump = true; }
void AddJumpForce() { RigidBody.AddForce(new Vector3(0, JumpSpeed, 0), ForceMode.Acceleration); }
public override void LaunchProjectile(Transform @from, Vector3 direction, float power) { base.LaunchProjectile(@from, direction, power); RigidBody.AddForce(direction * power * Time.deltaTime, ForceMode.Impulse); }
public override void UpdateForce(RigidBody body, float duration) { if (body.HasFiniteMass()) return; body.AddForce(VectorGravity * body.GetMass()); }
/** * Translates the player *@param axis - translation axis, defined by the user inputs */ void Translate(Vector2 axis) { // apply the translation m_TranslationController.UpdateTargetSpeed(axis, GetRunStatus()); m_Running = false; m_BackwardRunning = false; m_WalkingLeft = false; m_WalkingRight = false; bool stillPlaying = false; // is the input value large enough to move the player, and the player is lying on the ground or can be controlled while jumping? if ((Mathf.Abs(axis.x) > float.Epsilon || Mathf.Abs(axis.y) > float.Epsilon) && (m_AirControl || IsGrounded)) { // always move along the camera forward as it is the direction that it being aimed by the player Vector3 desiredMove = Camera.transform.forward * axis.y + Camera.transform.right * axis.x; desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized; // calculate the desired move amplitude desiredMove.x *= m_TranslationController.m_CurrentTargetSpeed; desiredMove.y *= m_TranslationController.m_CurrentTargetSpeed; desiredMove.z *= m_TranslationController.m_CurrentTargetSpeed; // run the running animation if (IsGrounded) { // side walking if (axis.x > 0.0f) { m_WalkingRight = true; if (m_ModelController.AnimState != IModelController.IEAnimState.IE_AS_DoKick && m_ModelController.AnimState != IModelController.IEAnimState.IE_AS_WalkingRight) { m_ModelController.AnimState = IModelController.IEAnimState.IE_AS_WalkingRight; } } else if (axis.x < 0.0f) { m_WalkingLeft = true; if (m_ModelController.AnimState != IModelController.IEAnimState.IE_AS_DoKick && m_ModelController.AnimState != IModelController.IEAnimState.IE_AS_WalkingLeft) { m_ModelController.AnimState = IModelController.IEAnimState.IE_AS_WalkingLeft; } } // front or backward running if (axis.y > 0.0f) { m_Running = true; if (m_ModelController.AnimState != IModelController.IEAnimState.IE_AS_DoKick && m_ModelController.AnimState != IModelController.IEAnimState.IE_AS_Running) { m_ModelController.AnimState = IModelController.IEAnimState.IE_AS_Running; } } else if (axis.y < 0.0f) { m_BackwardRunning = true; if (m_ModelController.AnimState != IModelController.IEAnimState.IE_AS_DoKick && m_ModelController.AnimState != IModelController.IEAnimState.IE_AS_BackwardRunning) { m_ModelController.AnimState = IModelController.IEAnimState.IE_AS_BackwardRunning; } } } // do move the body? if (RigidBody.velocity.sqrMagnitude < (m_TranslationController.m_CurrentTargetSpeed * m_TranslationController.m_CurrentTargetSpeed)) { // move the body by applying a force on it along the player direction RigidBody.AddForce(desiredMove * GetSlopeMultiplier(), ForceMode.Impulse); // play the footstep on concrete sound m_SoundController.Play((int)ISoundController.IEType.IE_T_FootSteps_Concrete); // keep the sound playing alive stillPlaying = true; } } // set animation to idle if no longer running if (m_ModelController.AnimState != IModelController.IEAnimState.IE_AS_DoKick && ((!m_Running && m_ModelController.AnimState == IModelController.IEAnimState.IE_AS_Running) || (!m_BackwardRunning && m_ModelController.AnimState == IModelController.IEAnimState.IE_AS_BackwardRunning) || (!m_WalkingLeft && m_ModelController.AnimState == IModelController.IEAnimState.IE_AS_WalkingLeft) || (!m_WalkingRight && m_ModelController.AnimState == IModelController.IEAnimState.IE_AS_WalkingRight))) { // check if grounded, in case the jump was not performed by the user (e.g when he falls or hit an obstacle) if (IsGrounded) { m_ModelController.AnimState = IModelController.IEAnimState.IE_AS_Idle; } else { m_ModelController.AnimState = IModelController.IEAnimState.IE_AS_Jumping; } } // don't allow single file footsteps to run infinitely if (!stillPlaying) { m_SoundController.Stop((int)ISoundController.IEType.IE_T_FootSteps_Concrete); } }
public override void Update(GameTime gameTime) { #region move if (Move.X != 0 || Move.Z != 0) { if (!activeAnimations["Walk"].Playing) { activeAnimations["Walk"].Play(); } activeAnimations["Walk"].TimeModifier = new Vector2(RigidBody.LinearVelocity.X, RigidBody.LinearVelocity.Z).Length(); Vector3 forward = Matrix.CreateRotationY(BodyRotation).Forward; Vector2 d = new Vector2(Move.X, -Move.Z); d.Normalize(); Vector2 a = Vector2.SmoothStep(new Vector2(forward.X, -forward.Z), d, (float)gameTime.ElapsedGameTime.TotalSeconds * 15f); BodyRotation = (float)Math.Atan2(a.Y, a.X) - MathHelper.PiOver2; } else { activeAnimations["Walk"].Stop(); } Vector3 delta = Move - Velocity; delta.Y = 0; delta *= .2f; if (delta.LengthSquared() > 0.1f) { RigidBody.ApplyImpulse(new JVector(delta.X, 0, delta.Z) * RigidBody.Mass); } JVector norm; float frac = 0; RigidBody hit; bool cast = area.Physics.CollisionSystem.Raycast(RigidBody.Position + (JVector.Down * Height * .5f), JVector.Down, (RigidBody bd, JVector n, float d) => { return(bd != RigidBody); }, out hit, out norm, out frac); onGround = cast && frac < .1f; if (Move.Y > 0 && Velocity.Y < Move.Y) { if (onGround) { RigidBody.ApplyImpulse(new JVector(0, Move.Y, 0) * RigidBody.Mass); } else if (Position.Y < area.WaterHeight) { Cell cell = area.CellAt(Position); if (cell != null && cell.isLake) { RigidBody.AddForce(new JVector(0, 2 * Move.Y * RigidBody.Mass, 0)); } } } #endregion #region animate List <Pose> curPoses = new List <Pose>(); foreach (KeyValuePair <string, Animation> kf in activeAnimations) { kf.Value.Update((float)gameTime.ElapsedGameTime.TotalSeconds); if (kf.Value.Playing && !animRemove.Contains(kf.Key)) { curPoses.Add(kf.Value.getCurrentPose()); } } Matrix[] t = new Matrix[transforms.Length]; for (int i = 0; i < t.Length; i++) { t[i] = Matrix.Identity; } int[] weights = new int[transforms.Length]; foreach (Pose p in curPoses) { Matrix[] pt = p.getTransforms(); // go thru all transforms in this pose, add the ones that have more weight for (int i = 0; i < t.Length; i++) { if (p.Weight >= weights[i] && p.UsesBone(i)) { t[i] = pt[i]; weights[i] = p.Weight; } } } transforms = t; // rotate head transforms[2] = Matrix.CreateTranslation(0, -3f * .125f, 0) * Matrix.CreateRotationX(MathHelper.Clamp(MathHelper.WrapAngle(Look.X), -MathHelper.PiOver2 * .75f, MathHelper.PiOver2 * .75f)) * Matrix.CreateRotationY(MathHelper.Clamp(MathHelper.WrapAngle(Look.Y - BodyRotation), -MathHelper.PiOver2 * .8f, MathHelper.PiOver2 * .8f)) * Matrix.CreateTranslation(0, 3f * .125f, 0); foreach (string s in animRemove) { activeAnimations.Remove(s); } animRemove.Clear(); #endregion base.Update(gameTime); }
/// <summary> /// Applies a force at the center of mass. /// </summary> public override void ApplyForce(Vector3D force) { jitterBody.AddForce(JitterDatatypesMapping.Convert(ref force)); }
private void OnJump() { RigidBody.AddForce(new Vector3(0, 800 * 2, 0)); }
public override void Jump() { RigidBody.AddForce(Vector2.up * JumpForce); }
protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } MouseState mouse = Mouse.GetState(); KeyboardState keys = Keyboard.GetState(); // mouse movement when left-button if (mouse.LeftButton == ButtonState.Pressed) { float x = (lastMouse.X - mouse.X) * 0.2f; float y = (lastMouse.Y - mouse.Y) * 0.2f; paddle2.Position += new JVector(-x, y, 0f); paddle1.Position += new JVector(-x, y, 0f); } // tilt controls for paddles if (keys.IsKeyDown(Keys.Left)) { JMatrix rotated = Conversion.ToJitterMatrix(Matrix.CreateRotationY(MathHelper.ToRadians(1))); paddle2.Orientation *= rotated; paddle1.Orientation *= rotated; } if (keys.IsKeyDown(Keys.Right)) { JMatrix rotated = Conversion.ToJitterMatrix(Matrix.CreateRotationY(MathHelper.ToRadians(-1))); paddle2.Orientation *= rotated; paddle1.Orientation *= rotated; } if (keys.IsKeyDown(Keys.Up)) { JMatrix rotated = Conversion.ToJitterMatrix(Matrix.CreateRotationX(MathHelper.ToRadians(1))); paddle2.Orientation *= rotated; paddle1.Orientation *= rotated; } if (keys.IsKeyDown(Keys.Down)) { JMatrix rotated = Conversion.ToJitterMatrix(Matrix.CreateRotationX(MathHelper.ToRadians(-1))); paddle2.Orientation *= rotated; paddle1.Orientation *= rotated; } if (keys.IsKeyDown(Keys.Space)) { ball.AddForce(JVector.Up * 100f); } // ball and paddle-orientation reset if (keys.IsKeyDown(Keys.R)) { ball.IsStatic = false; ball.LinearVelocity = JVector.Zero; ball.Position = new JVector(0f, 9f, 18f); float x_variation = (float)(generator.Next(6000) - 3000); ball.AddForce(new JVector(x_variation, 1000f, -10000f)); paddle1.Orientation = JMatrix.Identity; paddle2.Orientation = JMatrix.Identity; } //player.HandleInput(gameTime); world.Step(1.0f / 50.0f, true); lastMouse = mouse; base.Update(gameTime); }
public void Update(GameTime gameTime) { MouseState mouseState = Mouse.GetState(); //ManipulateScrolling(mouseState); Vector2 mousePosition = new Vector2(mouseState.X, mouseState.Y); if (mousePosition.X <= 0 || mousePosition.X >= 900 || mousePosition.Y >= 550 || mousePosition.Y <= 0) { posPressed = new Vector2(0, 0); return; } //if (!IsMouseClickedBefore) //{ if (mouseState.LeftButton == ButtonState.Pressed) { if (posPressed == new Vector2(0, 0)) { posPressed = mousePosition; } if (_isCaptured) { //if (StaticData.CurrentVisual2D is RocketCarrierService) //{ // StaticData.EngineManager.RocketsCarrierManagerEngine.RemoveService(StaticData.CurrentVisual2D as RocketCarrierService); //} if (StaticData.CurrentVisual2D is RigidBody) { //_currentSpringService = // SpringService.CatchSpringServiceForRigidBody(StaticData.CurrentVisual2D as RigidBody); RigidBody rigidBody = StaticData.CurrentVisual2D as RigidBody; switch (StaticData.ManipulationGameMode) { case ManipulationGameMode.TorqueManipulationMode: { Vector3 forceOfTorque = new Vector3(mousePosition.X, mousePosition.Y, 0) - new Vector3(mousePositionStart.X, mousePositionStart.Y, 0); forceOfTorque *= rigidBody.Mass; rigidBody.AddTorque(forceOfTorque, mousePositionStart); } break; case ManipulationGameMode.ForceManipulationMode: { Vector3 force = new Vector3(mousePosition.X, mousePosition.Y, 0) - new Vector3(mousePositionStart.X, mousePositionStart.Y, 0); force *= rigidBody.Mass * 10; rigidBody.AddForce(force); } break; case ManipulationGameMode.DeleteRigidMode: StaticData.EngineManager.RigidsManagerEngine.DeleteRigid(rigidBody); break; case ManipulationGameMode.DragRigidMode: ((RigidBody) StaticData.CurrentVisual2D).PositionXNA = new Vector3(mousePosition.X, mousePosition.Y, 0); break; //case ManipulationGameMode.DeleteRopesMode: // TryDeleteRope(); // break; //case ManipulationGameMode.DeleteBubblesMode: // TryDeleteBubbles(); // break; } } else { switch (StaticData.ManipulationGameMode) { case ManipulationGameMode.DragRigidMode: StaticData.CurrentVisual2D.SetPositionXNA(new Vector3(mousePosition.X, mousePosition.Y, 0)); break; case ManipulationGameMode.DeleteRigidMode: DeleteNonRigidBodies(); break; } } if (StaticData.ManipulationGameMode == ManipulationGameMode.SetStaticComps && staticCompsClick == false) { staticCompsClick = true; StaticData.EngineManager.PrefCompsManager.ToggleComponentSetterState( StaticData.CurrentVisual2D); } } else { var tryVisual = CatchVisual2D(); if (tryVisual != null) { StaticData.CurrentVisual2D = tryVisual; mousePositionStart = new Vector3(mousePosition.X, mousePosition.Y, 0); _isCaptured = true; } } } //} //if (StaticData.ManipulationGameMode == ManipulationGameMode.DeleteBubblesMode) // TryDeleteBubbles(); if (mouseState.LeftButton == ButtonState.Released) { if (posPressed != new Vector2(0, 0) && StaticData.GameSessionMode == SessionMode.PlayingMode) { posReleased = mousePosition; TryRopeCut(posPressed, posReleased); posPressed = new Vector2(0, 0); } _isCaptured = false; staticCompsClick = false; } }
// Update is called once per frame void Update() { float movement = Input.GetAxis("Horizontal"); m_rb.AddForce(new Vector3(movement, 0.0F, 0.0F)) }
void AddMovementForce(Quaternion rotation, Vector3 vector, float speed) { RigidBody.AddForce(rotation * vector * speed, ForceMode.Acceleration); }