Exemplo n.º 1
0
        /***Constructor for interpolating GameFloat with constrains for the velocity***/
        public GameFloat(float value, float target, float duration, int interpolationType, int loopType, GameFloat velocityConstrains)
        {
            this.f                 = value;
            this.loopType          = loopType;
            this.duration          = duration;
            this.interpolationType = interpolationType;
            this.elapsed           = 0;

            this.minimum = Math.Min(value, target);
            this.maximum = Math.Max(value, target);

            //Find in which direction the GameFloat will interpolate
            if (this.f.Equals(this.minimum))
            {
                this.target = GameFloat.Maximum;
            }
            else
            {
                this.target = GameFloat.Minimum;
            }

            //If there is no duration, set the magnitude to the value of the velocityConstrains.
            if (this.duration.Equals(GameFloat.NoDuration))
            {
                this.magnitude = velocityConstrains.value;
            }
            else
            {
                //calculate the magnitude
                this.magnitude = this.getDistance() / this.duration;
            }

            this.velocity = velocityConstrains;
        }
Exemplo n.º 2
0
        /***Returns a float with the size of this GameFloat in relation to a second GameFloat, the value will be between 0.0 and 1.0***/
        public float getOffset(GameFloat second)
        {
            float total  = this.getDistance() + second.getDistance();
            float offset = this.getDistance() / total;

            return(offset);
        }
Exemplo n.º 3
0
        /***Constructor for an interpolating GameFloat that takes a value, a target, an int for if the interpolationTyp and an int for loopingTYpe***/
        public GameFloat(float value, float target, float duration, int interpolationType, int loopType)
        {
            this.f                 = value;
            this.loopType          = loopType;
            this.duration          = duration;
            this.interpolationType = interpolationType;
            this.elapsed           = 0;

            this.minimum = Math.Min(value, target);
            this.maximum = Math.Max(value, target);

            //Find in which direction the GameFloat will interpolate
            if (this.f.Equals(this.minimum))
            {
                this.target = GameFloat.Maximum;
            }
            else
            {
                this.target = GameFloat.Minimum;
            }

            //calculate the magnitude
            this.magnitude = this.getDistance() / this.duration;

            this.velocity = new GameFloat(0);
        }
Exemplo n.º 4
0
        /***Constructor for a GameFloat that takes a single float as parameter and ignores the constrains***/
        public GameFloat(float value)
        {
            this.f                   = value;
            this.minimum             = CONST.DoNotUseFloat;
            this.maximum             = CONST.DoNotUseFloat;
            this.duration            = CONST.DoNotUseInt;
            this.elapsed             = CONST.DoNotUseInt;
            this.target              = CONST.DoNotUseInt;
            this.interpolationType   = CONST.DoNotUseInt;
            this.currentAcceleration = CONST.DoNotUseFloat;
            this.loopType            = CONST.DoNotUseInt;
            this.velocity            = null;

            this.magnitude = CONST.DoNotUseFloat;
        }
Exemplo n.º 5
0
        /***Constructor for a constrained GameFloat that takes a value, a minimum, a maximum and a bool for random***/
        public GameFloat(float value, float minimum, float maximum, bool random)
        {
            this.f                   = value;
            this.minimum             = minimum;
            this.maximum             = maximum;
            this.duration            = CONST.DoNotUseInt;
            this.elapsed             = CONST.DoNotUseInt;
            this.target              = CONST.DoNotUseInt;
            this.interpolationType   = CONST.DoNotUseInt;
            this.currentAcceleration = CONST.DoNotUseFloat;
            this.loopType            = CONST.DoNotUseInt;
            this.velocity            = new GameFloat(0);

            if (random)
            {
                randomSeed++;
                this.randomGenerator = new Random(randomSeed);
            }

            this.magnitude = CONST.DoNotUseFloat;
        }
Exemplo n.º 6
0
 /***Returns a float with the size of this GameFloat in relation to a second GameFloat, the value will be between 0.0 and 1.0***/
 public float getOffset(GameFloat second)
 {
     float total = this.getDistance() + second.getDistance();
     float offset = this.getDistance() / total;
     return offset;
 }
Exemplo n.º 7
0
        /***Constructor for interpolating GameFloat with constrains for the velocity***/
        public GameFloat(float value, float target, float duration, int interpolationType, int loopType, GameFloat velocityConstrains)
        {
            this.f = value;
            this.loopType = loopType;
            this.duration = duration;
            this.interpolationType = interpolationType;
            this.elapsed = 0;

            this.minimum = Math.Min(value, target);
            this.maximum = Math.Max(value, target);

            //Find in which direction the GameFloat will interpolate
            if (this.f.Equals(this.minimum))
            {
                this.target = GameFloat.Maximum;
            }
            else
            {
                this.target = GameFloat.Minimum;
            }

            //If there is no duration, set the magnitude to the value of the velocityConstrains.
            if (this.duration.Equals(GameFloat.NoDuration))
            {
                this.magnitude = velocityConstrains.value;
            }
            else
            {
                //calculate the magnitude
                this.magnitude = this.getDistance() / this.duration;
            }

            this.velocity = velocityConstrains;
        }