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Figure 13-4. Moving the unit over the terrain If the terrain s height at the new unit position is equal to or higher than the unit s current height, the unit is over the terrain. In this case, you need to set the unit s height as the terrain s height in that position. If the position is higher than the terrain s height, the unit is in the air, and you need to decrement the gravity velocity that acts over the unit. To update the unit s height according to its position over the terrain, you ll create the UpdateHeight method. Note that to make sure that the unit is over the terrain, you need to verify that the gravity velocity is not positive. If the gravity velocity is positive, the unit is moving upward, and you cannot assume that it is over the terrain. Following is the code for the UpdateHeight method: private void UpdateHeight(float elapsedTimeSeconds) { // Get terrain height float terrainHeight = terrain.GetHeight(Transformation.Translate); Vector3 newPosition = Transformation.Translate; // Unit is on terrain if (Transformation.Translate.Y <= terrainHeight && gravityVelocity <= 0) { // Put the unit over the terrain isOnTerrain = true; gravityVelocity = 0.0f; newPosition.Y = terrainHeight; // Restore the changes made when the unit jumped if (adjustJumpChanges) { ThirdPersonCamera camera = cameraManager.ActiveCamera as ThirdPersonCamera; camera.ChaseSpeed /= 4.0f; speed /= 1.5f; adjustJumpChanges = false; } }

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// Unit is in the air else { // Decrement the gravity velocity if (gravityVelocity > MIN GRAVITY) gravityVelocity -= GRAVITY ACCELERATION * elapsedTimeSeconds; // Apply the gravity velocity newPosition.Y = Math.Max(terrainHeight, Transformation.Translate.Y+gravityVelocity); } // Update the unit position Transformation.Translate = heightTranslate; } Whenever the unit is over the terrain, you check whether it is necessary to correct the changes that were made by the Jump method, through the adjustJumpChanges flag. Otherwise, if the gravityVelocity is bigger than the minimum gravity velocity, you decrement gravityVelocity and move the player. All transformations applied on the unit are made through the Transformation property, which actually modifies its animated model transformation. This way, whenever you draw the animated model, all the unit s transformations are already stored in it.

In this chapter, I have introduced you to the example application and some of the tools that you should familiarize yourself with in order to work with the examples in this book. In the next chapter, I explain the fundamental concepts of the Spring framework itself.

When updating the unit, you need to update its position and orientation (transformation), and its animated model. To update the unit s animated model, you just need to call the Update method of the AnimatedModel class. To update the unit s position, you calculate its displacement, based on its velocity and on the elapsed time since the last update, and add this displacement to its current position. The same is done to update its orientation, where the angular velocity is used to calculate the displacement on the unit s rotation. Following is the code for the Update and NormalizeBaseVectors methods: public override void Update(GameTime time) { // Update the animated model float elapsedTimeSeconds = (float)time.ElapsedGameTime.TotalSeconds; animatedModel.Update(time, Matrix.Identity); // Update the height and collision volumes if the unit moves if (linearVelocity != Vector3.Zero || gravityVelocity != 0.0f) { Transformation.Translate += linearVelocity * elapsedTimeSeconds * speed; UpdateHeight(elapsedTimeSeconds); needUpdateCollision = true; }

 

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