public Ship(Planet sourcePlanet, Planet targetPlanet) { SourcePlanet = sourcePlanet; TargetPlanet = targetPlanet; Random random = new Random(); X = sourcePlanet.X + (Math.Ceiling(random.Next(1, 10000) * 0.0001 * (sourcePlanet.Radius * 1.5) - sourcePlanet.Radius)); Y = sourcePlanet.Y + (Math.Ceiling(random.Next(1, 10000) * 0.0001 * (sourcePlanet.Radius * 1.5) - sourcePlanet.Radius)); //Dx = (targetPlanet.X + (Math.Ceiling((double)((sourcePlanet.Radius) - sourcePlanet.Radius))) - X) / 60; //Dy = (targetPlanet.Y + (Math.Ceiling((double)((sourcePlanet.Radius) - sourcePlanet.Radius))) - Y) / 60; Dx = (targetPlanet.X + (Math.Ceiling((double)((sourcePlanet.Radius) - sourcePlanet.Radius))) - X) / 60; Dy = (targetPlanet.Y + (Math.Ceiling((double)((sourcePlanet.Radius) - sourcePlanet.Radius))) - Y) / 60; }
public bool IsCollidingWithPlanet(double x, double y, Planet planet) { return Math.Pow((x - planet.X), 2) + Math.Pow((y - planet.Y), 2) < Math.Pow(planet.Radius, 2); }
public bool IsCollidingWithPlanet(double x, double y, Planet planet) { return(Math.Pow((x - planet.X), 2) + Math.Pow((y - planet.Y), 2) < Math.Pow(planet.Radius, 2)); }