private void InitTextBox(Phisics ph) { //масс textBoxMass.Text = ph.NoCI_mass(ph.m_item).ToString(); comboBoxMass.SelectedIndex = ph.m_item; //положение textBoxPosition.Text = ph.NoCI_q0(ph.q0_item).ToString(); comboBoxPosition.SelectedIndex = ph.q0_item; //скорость textBoxSpeed.Text = ph.NoCI_dq0(ph.dq0_item).ToString(); comboBoxSpeed.SelectedIndex = ph.dq0_item; //коэф пружины textBoxQuotSpring.Text = ph.k.ToString(); comboBoxQuotSpring.SelectedIndex = ph.k_item; //коэф затухания textBoxQuatFading.Text = ph.c.ToString(); comboBoxQuatFading.SelectedIndex = ph.c_item; //время textBoxTime.Text = ph.NoCI_time(ph.time_item).ToString(); comboBoxTime.SelectedIndex = ph.time_item; //промежутки времени textBoxTimeStep.Text = ph.NoCI_timeInterval(ph.time_interval_item).ToString(); comboBoxTimeStep.SelectedIndex = ph.time_interval_item; }
private void optoinsMenu_Click(object sender, EventArgs e) { listPoints.Clear(); Options form = new Options(phisics); form.ShowDialog(); phisics = form.phisics; listPoints = points.PointsList(phisics); }
// Update is called once per frame void FixedUpdate() { // Take bodies OwnRigid playerBody = player.GetComponent <OwnRigid>(); OwnRigid pickBody = gameObject.GetComponent <OwnRigid>(); Phisics pEngine = engine.GetComponent <Phisics>(); // If player body and coin body collide, remove coin and increase score if (AABBvsAABB(playerBody.boundary, pickBody.boundary)) { gameObject.SetActive(false); pEngine.count++; pEngine.countText.text = "Score: " + pEngine.count.ToString(); } }
// Update is called once per frame void FixedUpdate() { OwnRigid playerBody = player.GetComponent <OwnRigid>(); OwnRigid end = gameObject.GetComponent <OwnRigid>(); Phisics pEngine = engine.GetComponent <Phisics>(); if (AABBvsAABB(playerBody.boundary, end.boundary)) { if (pEngine.count > 5) { pEngine.message.gameObject.SetActive(true); pEngine.next.gameObject.SetActive(true); } } }
// Update is called once per frame void FixedUpdate() { // Get components OwnRigid playerBody = GetComponent <OwnRigid>(); Phisics handler = engine.GetComponent <Phisics>(); // Left if (Input.GetKey(KeyCode.A)) { playerBody.velocity.x += -speed * Time.deltaTime; } // Right if (Input.GetKey(KeyCode.D)) { playerBody.velocity.x += +speed * Time.deltaTime; } // Release Movement Left or Right if (Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.D)) { playerBody.velocity.x = 0.0f; } // if not in air, player can jump if (handler.grounded) { JumpSpeed = 200; if (Input.GetKeyDown(KeyCode.Space)) { playerBody.velocity.y += JumpSpeed * Time.deltaTime; } if (JumpSpeed == 200) { handler.grounded = false; } if (handler.grounded == false) { JumpSpeed = 0; } } }
public Form1() { InitializeComponent(); panelTable.Location = panelGraf.Location = new Point(12, 27); panelTable.Size = panelGraf.Size = new Size(776, 411); dataGridView1.Size = chart1.Size = new Size(770, 405); phisics = new Phisics(); listPoints = new List <Points>(); points = new Points(); settings = new Settings(); listPoints = points.PointsList(phisics); SetSetting(); GrafMenu.PerformClick(); Timer timer = new Timer(); timer.Interval += 1000; timer.Tick += new EventHandler(Point); timer.Start(); }
private void button1_Click(object sender, EventArgs e) { phisics = phisics_save; Close(); }
public Options(Phisics ph) { InitializeComponent(); InitTextBox(ph); phisics_save = ph; }