void FixedUpdate() { rigidbody.MovePosition(rigidbody.position + Ground.ProjectOnPlane(Velocity) * Time.fixedDeltaTime); }
/// <summary> /// This method create the initial scene /// </summary> protected override void CreateScene() { physics = new Physics(); player = new Player(this.mSceneMgr); timer = new Timer(); gameHMD = new GameInterface(mSceneMgr, mWindow, player.Stats, timer); bombDropperGun = new BombDropperGun(mSceneMgr); ((PlayerModel)player.Model).AttachGun(bombDropperGun); ///CAMERA cameraNode = mSceneMgr.CreateSceneNode(); cameraNode.AttachObject(mCamera); ///((PlayerModel)player.Model).Body.AddChild(cameraNode); //Tells it that you are expecting a player model instead of a character model. Called casting player.Model.GameNode.AddChild(cameraNode); player.Model.SetPosition(new Vector3(0, 20, 0)); ///inputManager.PlayerModel = playerModel; inputManager.PlayerController = (PlayerController)player.Controller; //cannonBall = new CannonBall(mSceneMgr); //cube = new Cube(this.mSceneMgr); //cube.Load(); ///cube.SetPosition(new Vector3(20f, 20f, 20f)); /////ENEMY MODEL //enemy2 = new Enemy(this.mSceneMgr); //enemy3 = new Enemy(this.mSceneMgr); //enemy4 = new Enemy(this.mSceneMgr); /////ENEMY POSITION //enemy2.Model.SetPosition(new Vector3(400, 0, -200)); //enemy3.Model.SetPosition(new Vector3(-300, 0, 300)); //enemy4.Model.SetPosition(new Vector3(400, 0, 400)); ///GEMS blueGems = new List <BlueGem>(); blueGemToRemove = new List <BlueGem>(); spawnBlueGems(); redGems = new List <RedGem>(); redGemToRemove = new List <RedGem>(); spawnRedGems(); timerPUs = new List <TimerPU>(); timerPUToRemove = new List <TimerPU>(); spawnTimePU(); healthPus = new List <HealthPU>(); healthPuToRemove = new List <HealthPU>(); spawnHealthPU(); Random rnd = new Random(); float x; float z; ///POWER UPS lifePus = new List <LifePU>(); lifePuToRemove = new List <LifePU>(); spawnLifePU(); shieldPus = new List <ShieldPU>(); shieldPuToRemove = new List <ShieldPU>(); spawnShieldPU(); cannonBalls = new List <CannonBall>(); cannonBallToRemove = new List <CannonBall>(); ///ENEMIES enemys = new List <Enemy>(); enemysToRemove = new List <Enemy>(); for (var enemyCount = 0; enemyCount < 4; enemyCount++) { x = rnd.Next(-400, 400); z = rnd.Next(-400, 400); enemy = new Enemy(mSceneMgr, (PlayerStats)player.Stats); enemy.SetPosition(new Vector3(x, 0, z)); enemys.Add(enemy); enemy.Movement.Walking(); } ///AddBomb(); bombs = new List <Bomb>(); bombToRemove = new List <Bomb>(); spawnBombs(); ///ENVIRONMENT environment = new Environment(mSceneMgr, mWindow); ground = new Ground(mSceneMgr); border = new Boundary(mSceneMgr); player.Model.GameNode.AttachObject(environment.Light); ///cube.Quad(); physics.StartSimTimer(); }