public void readMouseToAim(AnimatedGameObject gameObject) { float rel = MOUSE.SC.X - Screen.width / 2; float percentage = rel / Screen.width * 100; percentage = percentage * percentage * (percentage * 0.001f); gameObject.rotation += percentage / sensitivity; }
public void chaseCam(AnimatedGameObject gameObject) { position = gameObject.position; float difference = gameObject.rotation - this.rotation; if (Math.Abs(difference) > Trig.PI) { if (rotation < Trig.PI) { difference = -(Trig.PI_Two - Math.Abs(difference)); } else { difference = (Trig.PI_Two - Math.Abs(difference)); } } rotation += ((difference) / sensitivity); position = Trig.MoveToCurrentDirection(position, rotation, -distanceBehind); }
public void controlObject(AnimatedGameObject gameObject) { if (KEYBOARD.KeyDown(forwardKey)) { gameObject._position = Trig.MoveToCurrentDirection(gameObject._position, gameObject.rotation, movementSpeed); } if (KEYBOARD.KeyDown(backwardKey)) { gameObject._position = Trig.MoveToCurrentDirection(gameObject._position, gameObject.rotation, -movementSpeed); } if (KEYBOARD.KeyDown(leftKey)) { gameObject._position = Trig.MoveToCurrentDirection(gameObject._position, gameObject.rotation -Trig.PI_Half, movementSpeed); } if (KEYBOARD.KeyDown(rightKey)) { gameObject._position = Trig.MoveToCurrentDirection(gameObject._position, gameObject.rotation +Trig.PI_Half, movementSpeed); } }
public void faceMouse(AnimatedGameObject gameObject) { gameObject.rotation = Trig.GetRadionsBetween(gameObject._position, mouseWC); }
public void rotateObject(AnimatedGameObject gameObject) { if (KEYBOARD.KeyDown(rotateAntiClockwise)) { gameObject.rotation -= rotationSpeed; } if (KEYBOARD.KeyDown(rotateClockwise)) { gameObject.rotation += rotationSpeed; } }
public void spawnBackground(int count) { for (int i = 0; i < count; i++) { float x = RANDOM.random.Next(0, 5000); float y = RANDOM.random.Next(0, 5000); Vector2 position = new Vector2(x, y); AnimatedGameObject gameObject = new AnimatedGameObject(position, Res.treeAnim); background.Add(gameObject); } }