public override void Act(Interactive interactive, Single deltaTime) { var n = interactive.Position - Position; var d2 = n.LengthSq(); n.Normalize(); if (d2 < _AtractionFactor * _AtractionDistancePow2) { _StarStorm.KeepPlaying(); interactive.Momentum -= n * (_ForceReal / d2); } }
protected override void OnCollision(ItemCollision itemCollision) { itemCollision.Interactive.Momentum += _Collider.Right * _ForceReal; _RedArrows.KeepPlaying(); }
public override void Animate(Single deltaTime) { _Arrows.KeepPlaying(); _Arrows.Update(deltaTime); _RedArrows.Update(deltaTime); }