# GameDev | StackExchange - Help with Resolving Pixel Perfect

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Mar 5th, 2015
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1. public void update(ElapsedTime elapsedTime) {
2.
3.         float dt = (float) elapsedTime.stepTime;
4.
5.         // Ensure the maximum acceleration isn't exceeded
6.         if (acceleration.lengthSquared() > maxAcceleration * maxAcceleration) {
7.             acceleration.normalise();
8.             acceleration.multiply(maxAcceleration);
9.         }
10.
11.         // Update the velocity using the acceleration and ensure the
12.         // maximum velocity has not been exceeded
13.         velocity.add(acceleration.x * dt, acceleration.y * dt);
14.
15.         if (velocity.lengthSquared() > maxVelocity * maxVelocity) {
16.             velocity.normalise();
17.             velocity.multiply(maxVelocity);
18.         }
19.
20.         // Update the position using the velocity
21.         position.add(velocity.x * dt, velocity.y * dt);
22.
23.         // Ensure the maximum angular acceleration isn't exceeded
24.         if (angularAcceleration < -maxAngularAcceleration
25.                 || angularAcceleration > maxAngularAcceleration) {
26.             angularAcceleration = Math.signum(angularAcceleration)
27.                     * maxAngularAcceleration;
28.         }
29.
30.         // Update the angular velocity using the angular acceleration and
31.         // ensure the maximum angular velocity has not been exceeded
32.         angularVelocity += angularAcceleration * dt;
33.
34.         if (angularVelocity < -maxAngularVelocity
35.                 || angularVelocity > maxAngularVelocity) {
36.             angularVelocity = Math.signum(angularVelocity) * maxAngularVelocity;
37.         }
38.
39.         // Update the orientation using the angular velocity
40.         orientation += angularVelocity * dt;
41.
42.
43.
44.     }
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