Пример #1
0
 void World_RenderUpdate(TimeSpan delta)
 {
     //Has to be here or glitches
     camera.ChasePosition    = player.PhysicsComponent.Position;
     camera.ChaseOrientation = new Matrix4(player.PhysicsComponent.Orientation);
     camera.Update(delta);
     hud.Velocity        = player.PhysicsComponent.LinearVelocity.Length;
     hud.ThrustAvailable = (float)(powerCore.CurrentThrustCapacity / powerCore.ThrustCapacity);
 }
Пример #2
0
 void World_RenderUpdate(TimeSpan delta)
 {
     //Has to be here or glitches
     if (!Game.Keyboard.IsKeyDown(Keys.U))
     {
         camera.ChasePosition    = player.PhysicsComponent.Body.Position;
         camera.ChaseOrientation = player.PhysicsComponent.Body.Transform.ClearTranslation();
     }
     camera.Update(delta);
 }
Пример #3
0
 void World_RenderUpdate(TimeSpan delta)
 {
     //Has to be here or glitches
     if (!Game.Keyboard.IsKeyDown(Keys.U))
     {
         camera.ChasePosition    = player.PhysicsComponent.Body.Position;
         camera.ChaseOrientation = player.PhysicsComponent.Body.Transform.ClearTranslation();
     }
     camera.Update(delta);
     hud.Velocity        = player.PhysicsComponent.Body.LinearVelocity.Length;
     hud.ThrustAvailable = (float)(powerCore.CurrentThrustCapacity / powerCore.ThrustCapacity);
 }
Пример #4
0
        void World_PhysicsUpdate(TimeSpan delta)
        {
            control.EngineState = cruise ? EngineStates.Cruise : EngineStates.Standard;
            if (Thn == null || !Thn.Running)
            {
                ProcessInput(delta);
            }
#if false
            pyw.PlotPoint(0, control.PlayerPitch);
            pyw.PlotPoint(1, control.PlayerYaw);
            pyw.PlotPoint(2, control.Roll);
#endif
            //Has to be here or glitches
            camera.ChasePosition    = player.PhysicsComponent.Body.Position;
            camera.ChaseOrientation = player.PhysicsComponent.Body.Transform.ClearTranslation();
            camera.Update(delta);
        }
Пример #5
0
 void World_PhysicsUpdate(double delta)
 {
     if (Thn == null || !Thn.Running)
     {
         ProcessInput(delta);
     }
     //Has to be here or glitches
     camera.ChasePosition    = player.PhysicsComponent.Body.Position;
     camera.ChaseOrientation = player.PhysicsComponent.Body.Transform.ClearTranslation();
     camera.Update(delta);
     if ((Thn == null || !Thn.Running)) //HACK: Cutscene also updates the listener so we don't do it if one is running
     {
         Game.Sound.UpdateListener(delta, camera.Position, camera.CameraForward, camera.CameraUp);
     }
     else
     {
         Thn.Update(paused ? 0 : delta);
         ((ThnCamera)Thn.CameraHandle).DefaultZ(); //using Thn Z here is just asking for trouble
     }
 }
Пример #6
0
        void World_PhysicsUpdate(TimeSpan delta)
        {
            control.EngineState = cruise ? EngineStates.Cruise : EngineStates.Standard;
            if (Thn == null || !Thn.Running)
            {
                ProcessInput(delta);
            }
#if false
            pyw.PlotPoint(0, control.PlayerPitch);
            pyw.PlotPoint(1, control.PlayerYaw);
            pyw.PlotPoint(2, control.Roll);
#endif
            //Has to be here or glitches
            camera.ChasePosition    = player.PhysicsComponent.Body.Position;
            camera.ChaseOrientation = player.PhysicsComponent.Body.Transform.ClearTranslation();
            camera.Update(delta);
            if ((Thn == null || !Thn.Running)) //HACK: Cutscene also updates the listener so we don't do it if one is running
            {
                Game.Sound.UpdateListener(delta, camera.Position, camera.CameraForward, camera.CameraUp);
            }
        }