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GameDev | StackExchange - Help with Resolving Pixel Perfect

a guest Mar 5th, 2015 15 Never
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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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