• Sign Up
• Login
• API
• FAQ
• Tools
• Archive
SHARE
TWEET  # GameDev | StackExchange - Help with Resolving Pixel Perfect a guest Mar 5th, 2015 15 Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
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.         }
RAW Paste Data
We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the Cookies Policy.
Not a member of Pastebin yet?
Sign Up, it unlocks many cool features!

Top