private Vector2 randomizeVector(clsRoadWorld world, Vector2 location) { int variant = 16; float modX = world.random.Next(variant * 2) - variant; float modY = world.random.Next(variant * 2) - variant; return(new Vector2(location.X + modX, location.Y + modY)); }
public clsEntry(string textureName, Vector2 location, Vector2 direction, clsRoadWorld worldToSpawnIn, string spawnTypeName, int maxSpawnTime) : base(textureName, location, direction, new Vector2(0, 0)) { base.typeName = "entry"; base.collisionDetection = CollisionType.None; this.spawnTypeName = spawnTypeName; this.maxSpawnTime = maxSpawnTime; this.worldToSpawnIn = worldToSpawnIn; // add min spawn time later this.nextSpawnTime = worldToSpawnIn.random.Next(maxSpawnTime); }
float speedComplianceVariationPercentage; // faster or slower than normal. (e.g. 10% slower than normal) public clsDriverAI(clsRoadWorld world, clsCar car, Vector2 destination) : base(world, car) { // inputs this.car = car; this.destination = destination; this.yieldStartTime = 0; // calculate route calculateShortestRoute(car.location, destination); // driver differences //speedRangePercentage = (car.world.random.Next(10) - 5) / 100.0f; //speedComplianceVariationPercentage = (car.world.random.Next(10) - 5) / 100.0f; // start timer this.lastUpdated = world.currentTime; }
public void removeGameObject(clsRoadWorld world, clsObject worldObject) { world.remove((intObject)worldObject); }