public static void update(SpriteContainer characterSprites, SpriteContainer staticSprites) { foreach (BasicSprite cs in characterSprites) { for (int i = staticSprites.Count - 1; i >= 0; i--) { // all-in-one collision detection/handling for input slip cs.velocity = collisionWithSlip(cs, staticSprites[i]); } cs.updatePosition(); } }
public void Update(GameTime gameTime, SpriteContainer spritesToPhysics) { //Console.WriteLine(); float frameTime = (float)gameTime.TotalGameTime.TotalSeconds; //gravity is applied to every sprite in the game here so that there is a universal gravity foreach (BasicSprite i in spritesToPhysics) { i.velocity.setY(i.velocity.getY() + (gravity * frameTime)); if (i.velocity.getY() >= 30.0f) { i.velocity.setY(30.0f); } //Console.WriteLine(gravity * Velocity.FromCoordinates(frameTime, frameTime)); } }