public static List <Vector2> CalcCircleCollisionPoints(float radius, float minLength) { float minTheta = MathsExt.CalcMinTheta(radius, minLength); List <Vector2> relativeCollisionPoints = new List <Vector2>(); for (float theta = 0; theta <= 2 * Math.PI - minTheta; theta += minTheta) { relativeCollisionPoints.Add(Mechanics.VectorComponents(radius, theta)); } return(relativeCollisionPoints); }
public void ThrowAgain(float power, float angle, Vector2 initialPosition) { inMotion = true; position = initialPosition; velocity = Mechanics.VectorComponents(power, angle); }
public Fireball(Vector2 initialPosition, float throwPower, float throwAngle) : base(initialPosition, MASS, FRICTION, true, _minCollisionPolyPointDistance) { velocity = Mechanics.VectorComponents(throwPower, throwAngle); inMotion = true; }