📄 physicalobject.cs
字号:
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
//
// Use of this sample source code is subject to the terms of the Microsoft
// license agreement under which you licensed this sample source code. If
// you did not accept the terms of the license agreement, you are not
// authorized to use this sample source code. For the terms of the license,
// please see the license agreement between you and Microsoft or, if applicable,
// see the LICENSE.RTF on your install media or the root of your tools installation.
// THE SAMPLE SOURCE CODE IS PROVIDED "AS IS", WITH NO WARRANTIES OR INDEMNITIES.
//
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
//
// Use of this source code is subject to the terms of the Microsoft end-user
// license agreement (EULA) under which you licensed this SOFTWARE PRODUCT.
// If you did not accept the terms of the EULA, you are not authorized to use
// this source code. For a copy of the EULA, please see the LICENSE.RTF on your
// install media.
using System;
using System.Collections.Generic;
using System.Text;
namespace SpaceWar2D
{
class PhysicalObject
{
/// <summary>
/// How strong the sun's gravity is.
/// </summary>
private const int gravityMagnitude = 2;
private Vector vPosition, vVelocity, vAcceleration;
private int radius;
public PhysicalObject()
{
}
public PhysicalObject(Vector vPos, Vector vVel, int radius)
{
vPosition = vPos;
vVelocity = vVel;
this.radius = radius;
}
public int Radius
{
get { return radius; }
set { radius = value;}
}
public Vector Position
{
get { return vPosition; }
set { vPosition = value; }
}
public Vector Velocity
{
get { return vVelocity; }
set { vVelocity = value; }
}
public Vector Acceleration
{
get { return vAcceleration; }
set { vAcceleration = value; }
}
/// <summary>
/// Update the position and velocity of the object
/// </summary>
/// <param name="ticks">The number of milliseconds since the last update.</param>
public void Update(int ticks)
{
// Gravity points away from the position vector,
// and it has a constant magnitude.
Vector vGravity = -vPosition;
vGravity.SetMagnitude(gravityMagnitude);
// Update the velocity
vVelocity += (vAcceleration + vGravity) * ticks;
// Update the position
vPosition += vVelocity * ticks;
// Keep object within the bounds of the game.
if (vPosition.X > Game.MaxPosition)
{
vPosition.X -= 2 * Game.MaxPosition;
}
else if (vPosition.X < -Game.MaxPosition)
{
vPosition.X += 2 * Game.MaxPosition;
}
if (vPosition.Y > Game.MaxPosition)
{
vPosition.Y -= 2 * Game.MaxPosition;
}
else if (vPosition.Y < -Game.MaxPosition)
{
vPosition.Y += 2 * Game.MaxPosition;
}
}
}
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -