示例#1
0
 public static LerpFunc <Vector2> Circle()
 => (start, end, p) => new Vector2(AxMath.CosNorm(p), AxMath.SinNorm(p));
示例#2
0
 public static LerpFunc <Vector2> Circle(float scale)
 => (start, end, p) => new Vector2(AxMath.CosNorm(p) * scale, AxMath.SinNorm(p) * scale);
示例#3
0
        public override void UpdateFrame()
        {
            var keyboardState = WindowContext.Current.Window.KeyboardState;

            if (keyboardState.IsKeyDown(Key.R))
            {
                Reset();
            }

            if (StartMovement)
            {
                var speed = Speed;
                if (keyboardState[Key.ControlLeft])
                {
                    speed = speed * 0.1f;
                }

                var delta           = (float)Application.Current.UpdateCounter.Elapsed.TotalMilliseconds / 1000.0f;
                var movement        = direction * speed * delta;
                var updatedPosition = gfx.RelativeTranslation + new Vector3(movement.X, movement.Y, 0);

                var collision  = false;
                var ballRadius = gfx.RelativeScale.X / 2;

                if (updatedPosition.X + ballRadius > WorldSize.X / 2 ||
                    updatedPosition.X - ballRadius < -WorldSize.X / 2)
                {
                    Reset();
                    return;
                }

                if (updatedPosition.Y + ballRadius > WorldSize.Y / 2 ||
                    updatedPosition.Y - ballRadius < -WorldSize.Y / 2)
                {
                    direction.Y = -direction.Y;
                    collision   = true;
                }

                bool firstPlayCollision    = FirstPlayer.CollidesWithBall(updatedPosition.Xy, ballRadius);
                bool secondPlayerCollision = SecondPlayer.CollidesWithBall(updatedPosition.Xy, ballRadius);
                if (firstPlayCollision || secondPlayerCollision)
                {
                    if ((firstPlayCollision && direction.X < 0) || (secondPlayerCollision && direction.X > 0))
                    {
                        var player = firstPlayCollision ? FirstPlayer : SecondPlayer;
                        direction.X = -direction.X;
                        collision   = true;

                        var normalizedBounds = player.Bounds;
                        normalizedBounds.Center = Vector2.Zero;
                        var translatedDiff = player.Bounds.Center.Y;

                        var translatedBallPos        = gfx.RelativeTranslation.Y - translatedDiff;
                        var scaledPaddleCollisionPos = translatedBallPos / player.Bounds.HalfSize.Y; // 0..1
                        scaledPaddleCollisionPos *= 0.5f;
                        var posY    = AxMath.SinNorm(scaledPaddleCollisionPos / 4f);
                        var posX    = AxMath.CosNorm(scaledPaddleCollisionPos / 4f);
                        var pos     = new Vector2(posX, posY).Normalized();
                        var newDirX = AxMath.SetSign(pos.X, direction.X);
                        //var newDirY = AxMath.SetSign(pos.Y, direction.Y);
                        direction = new Vector2(newDirX, pos.Y);
                    }
                }

                if (collision)
                {
                    AudioManager.Default.PlayAsync("Audio/collision.rack.json");
                }
                else
                {
                    gfx.RelativeTranslation = updatedPosition;
                }
            }
        }