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14
HillLike.csproj
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14
HillLike.csproj
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net10.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="ppy.osu.Framework" Version="2026.318.0" />
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</ItemGroup>
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</Project>
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3
HillLike.slnx
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3
HillLike.slnx
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<Solution>
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<Project Path="HillLike.csproj" />
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</Solution>
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90
HillLikeGame.cs
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90
HillLikeGame.cs
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Platform;
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using osuTK;
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using osuTK.Graphics;
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namespace HillLike;
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public class HillLikeGame : Game
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{
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private World _world = null!;
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[BackgroundDependencyLoader]
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private void Load(GameHost host)
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{
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Add(new Container
|
||||
{
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RelativeSizeAxes = Axes.Both,
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Children =
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[
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_world = new World(),
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new Hud(_world)
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]
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});
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}
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protected override void Update()
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{
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base.Update();
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_world.Step((float)(Clock.ElapsedFrameTime / 1000.0));
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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_world.HandleKeyDown(e);
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return base.OnKeyDown(e);
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}
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protected override void OnKeyUp(KeyUpEvent e)
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{
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_world.HandleKeyUp(e);
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base.OnKeyUp(e);
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}
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}
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public class Hud : CompositeDrawable
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{
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private readonly Box _speedBar;
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private readonly Box _speedBarBg;
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private readonly World _world;
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public Hud(World world)
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{
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this._world = world;
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RelativeSizeAxes = Axes.Both;
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InternalChildren =
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[
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_speedBarBg = new Box
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{
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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Position = new Vector2(20, 42),
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Size = new Vector2(260, 10),
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Colour = new Color4(30, 30, 30, 220)
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},
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_speedBar = new Box
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{
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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Position = new Vector2(20, 42),
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Size = new Vector2(0, 10),
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Colour = new Color4(120, 180, 255, 255)
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}
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];
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}
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protected override void Update()
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{
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base.Update();
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var speed = _world.Car.Velocity.X;
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_speedBar.Width = 260 * Math.Clamp(Math.Abs(speed) / 25f, 0, 1);
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}
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}
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13
Program.cs
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13
Program.cs
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using osu.Framework;
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using osu.Framework.Platform;
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namespace HillLike;
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public static class Program
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{
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public static void Main()
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{
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using GameHost host = Host.GetSuitableDesktopHost("hill-like");
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host.Run(new HillLikeGame());
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}
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}
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269
SimpleCar.cs
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269
SimpleCar.cs
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using osu.Framework.Input.Events;
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using osuTK;
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using osuTK.Input;
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namespace HillLike;
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public class SimpleCar
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{
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public const float WheelRadius = 0.45f;
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private const float Gravity = -10f;
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private const float EngineForce = 34f;
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private const float BrakeForce = 34f;
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private const float RollingFriction = 2f;
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private const float AirDrag = 0.1f;
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private const float SuspensionRest = 0f;
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private const float SuspensionK = 140f;
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private const float SuspensionD = 18f;
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private const float AngularDamp = 2f;
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private const float ChassisInertia = 2.4f;
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private const float SuspensionTorqueInfluence = 0.35f;
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private const float GroundAlignStrength = 8f;
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private const float GroundAlignDamping = 2f;
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private const float WheelAngularAccel = 60f;
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private const float WheelAngularDamping = 1.2f;
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private const float WheelGroundGrip = 14f;
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private const float AirControlFromWheelSpin = 0.12f;
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private readonly Vector2 _wheelBackLocal = new(-0.85f, -0.35f);
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private readonly Vector2 _wheelFrontLocal = new(0.85f, -0.35f);
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private bool _brake;
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private bool _throttle;
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private float _wheelSpin;
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public float AngularVelocity;
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public Vector2 Position;
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public float Rotation;
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public Vector2 Velocity;
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public Vector2 WheelBackPos { get; private set; }
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public Vector2 WheelFrontPos { get; private set; }
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public float RotationDegrees => Rotation * 180f / (float)Math.PI;
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public void Reset(Vector2 startPos)
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{
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Position = startPos;
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Velocity = Vector2.Zero;
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Rotation = 0;
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AngularVelocity = 0;
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_wheelSpin = 0;
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_throttle = _brake = false;
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UpdateWheelWorldPositions();
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}
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public void HandleKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
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case Key.D or Key.Right:
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_throttle = true;
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break;
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case Key.A or Key.Left:
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_brake = true;
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break;
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}
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}
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public void HandleKeyUp(KeyUpEvent e)
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{
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switch (e.Key)
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{
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case Key.D or Key.Right:
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_throttle = false;
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break;
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case Key.A or Key.Left:
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_brake = false;
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break;
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}
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}
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public void Step(float dt)
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{
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var accel = new Vector2(0, Gravity);
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var torque = 0f;
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accel += -AirDrag * Velocity;
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UpdateWheelWorldPositions();
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var backGrounded = SolveWheelSuspension(dt, WheelBackPos, out var backForce, out var backTangent,
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out _);
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var frontGrounded = SolveWheelSuspension(dt, WheelFrontPos, out var frontForce, out var frontTangent,
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out _);
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accel += backForce + frontForce;
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if (backGrounded)
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torque += TorqueFromForce(WheelBackPos, backForce) * SuspensionTorqueInfluence;
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if (frontGrounded)
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torque += TorqueFromForce(WheelFrontPos, frontForce) * SuspensionTorqueInfluence;
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var grounded = backGrounded || frontGrounded;
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var driveInput = 0f;
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if (_throttle) driveInput += 1f;
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if (_brake) driveInput -= 1f;
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_wheelSpin += driveInput * WheelAngularAccel * dt;
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//if (grounded)
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//{
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// var driveForce = backTangent * EngineForce;
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// accel += driveForce;
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// torque += TorqueFromForce(WheelBackPos, driveForce);
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//}
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if (grounded)
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accel += new Vector2(-RollingFriction * Velocity.X, 0);
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if (grounded)
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{
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var targetNormal = Vector2.Zero;
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var groundedCount = 0;
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if (backGrounded)
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{
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targetNormal += new Vector2(-backTangent.Y, backTangent.X);
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groundedCount++;
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}
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if (frontGrounded)
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{
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targetNormal += new Vector2(-frontTangent.Y, frontTangent.X);
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groundedCount++;
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}
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if (groundedCount > 0)
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{
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targetNormal /= groundedCount;
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targetNormal = targetNormal.LengthSquared > 0 ? targetNormal.Normalized() : Vector2.UnitY;
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var bodyUpDot = Vector2.Dot(BodyUp(), targetNormal);
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if (bodyUpDot > 0f)
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{
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var angleError = SignedAngle(BodyUp(), targetNormal);
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torque += angleError * GroundAlignStrength - AngularVelocity * GroundAlignDamping;
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}
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}
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var groundedTangentSpeed = 0f;
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if (backGrounded) groundedTangentSpeed += Vector2.Dot(Velocity, backTangent);
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if (frontGrounded) groundedTangentSpeed += Vector2.Dot(Velocity, frontTangent);
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groundedTangentSpeed /= groundedCount;
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var targetSpin = groundedTangentSpeed / WheelRadius;
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var gripLerp = 1f - MathF.Exp(-WheelGroundGrip * dt);
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_wheelSpin = _wheelSpin + (targetSpin - _wheelSpin) * gripLerp;
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}
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else if (driveInput != 0f)
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{
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torque += driveInput * (2.0f + MathF.Abs(_wheelSpin) * AirControlFromWheelSpin);
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}
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_wheelSpin *= (float)Math.Exp(-WheelAngularDamping * dt);
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AngularVelocity += (torque / ChassisInertia) * dt;
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AngularVelocity *= (float)Math.Exp(-AngularDamp * dt);
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Velocity += accel * dt;
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Position += Velocity * dt;
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Rotation += AngularVelocity * dt;
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if (Rotation > MathF.PI) Rotation -= 2 * MathF.PI;
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if (Rotation < -MathF.PI) Rotation += 2 * MathF.PI;
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||||
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UpdateWheelWorldPositions();
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|
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if (!grounded)
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return;
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||||
}
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||||
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private void ApplyBrake(bool grounded, Vector2 wheelPos, Vector2 tangent, ref Vector2 accel, ref float torque)
|
||||
{
|
||||
if (!grounded)
|
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return;
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||||
|
||||
var tangentSpeed = Vector2.Dot(Velocity, tangent);
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||||
if (MathF.Abs(tangentSpeed) < 0.02f)
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return;
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||||
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||||
var brakeForce = -Math.Sign(tangentSpeed) * BrakeForce * tangent;
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accel += brakeForce;
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torque += TorqueFromForce(wheelPos, brakeForce);
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||||
}
|
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|
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private float TorqueFromForce(Vector2 applicationPoint, Vector2 force)
|
||||
{
|
||||
var r = applicationPoint - Position;
|
||||
return r.X * force.Y - r.Y * force.X;
|
||||
}
|
||||
|
||||
private static float SignedAngle(Vector2 from, Vector2 to)
|
||||
{
|
||||
var cross = from.X * to.Y - from.Y * to.X;
|
||||
var dot = Vector2.Dot(from, to);
|
||||
return MathF.Atan2(cross, dot);
|
||||
}
|
||||
|
||||
private void UpdateWheelWorldPositions()
|
||||
{
|
||||
WheelBackPos = Position + Rotate(_wheelBackLocal, Rotation);
|
||||
WheelFrontPos = Position + Rotate(_wheelFrontLocal, Rotation);
|
||||
}
|
||||
|
||||
private bool SolveWheelSuspension(
|
||||
float dt,
|
||||
Vector2 wheelCenter,
|
||||
out Vector2 suspensionForce,
|
||||
out Vector2 tangent,
|
||||
out float compression01)
|
||||
{
|
||||
var groundY = Terrain.HeightAt(wheelCenter.X);
|
||||
var normal = Terrain.NormalAt(wheelCenter.X);
|
||||
tangent = new Vector2(normal.Y, -normal.X);
|
||||
|
||||
var wheelBottomY = wheelCenter.Y - WheelRadius;
|
||||
var penetration = groundY - wheelBottomY;
|
||||
|
||||
var compression = penetration - SuspensionRest;
|
||||
|
||||
if (penetration <= 0)
|
||||
{
|
||||
suspensionForce = Vector2.Zero;
|
||||
compression01 = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
var spring = SuspensionK * compression;
|
||||
var vAlongN = Vector2.Dot(Velocity, normal);
|
||||
var damper = -SuspensionD * vAlongN;
|
||||
|
||||
var forceMag = spring + damper;
|
||||
|
||||
forceMag = Math.Clamp(forceMag, 0, 250);
|
||||
|
||||
suspensionForce = normal * forceMag;
|
||||
|
||||
compression01 = Math.Clamp(penetration / (WheelRadius * 2f), 0, 1);
|
||||
return true;
|
||||
}
|
||||
|
||||
private Vector2 BodyUp()
|
||||
{
|
||||
return Rotate(Vector2.UnitY, Rotation);
|
||||
}
|
||||
|
||||
private static Vector2 Rotate(Vector2 v, float radians)
|
||||
{
|
||||
var c = MathF.Cos(radians);
|
||||
var s = MathF.Sin(radians);
|
||||
return new Vector2(v.X * c - v.Y * s, v.X * s + v.Y * c);
|
||||
}
|
||||
}
|
||||
286
World.cs
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286
World.cs
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@@ -0,0 +1,286 @@
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Primitives;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Input.Events;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
using osuTK.Input;
|
||||
using Triangle = osu.Framework.Graphics.Shapes.Triangle;
|
||||
|
||||
namespace HillLike;
|
||||
|
||||
public class World : CompositeDrawable
|
||||
{
|
||||
private readonly Camera _camera = new();
|
||||
private readonly CarDrawable _carDrawable;
|
||||
private readonly TerrainDrawable _terrainDrawable;
|
||||
|
||||
private readonly Container _worldLayer;
|
||||
public readonly SimpleCar Car = new();
|
||||
|
||||
public World()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
InternalChildren =
|
||||
[
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = new Color4(150, 210, 255, 255)
|
||||
},
|
||||
_worldLayer = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children =
|
||||
[
|
||||
_terrainDrawable = new TerrainDrawable(),
|
||||
_carDrawable = new CarDrawable(Car)
|
||||
]
|
||||
}
|
||||
];
|
||||
|
||||
Reset();
|
||||
}
|
||||
|
||||
public sealed override Axes RelativeSizeAxes
|
||||
{
|
||||
get => base.RelativeSizeAxes;
|
||||
set => base.RelativeSizeAxes = value;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
Car.Reset(new Vector2(0, Terrain.HeightAt(0) + 3f));
|
||||
_camera.Reset(Car.Position);
|
||||
}
|
||||
|
||||
public void Step(float dt)
|
||||
{
|
||||
dt = Math.Clamp(dt, 0, 1 / 20f);
|
||||
Car.Step(dt);
|
||||
_camera.Follow(dt, Car.Position);
|
||||
|
||||
var pixelsPerUnit = _camera.PixelsPerUnit;
|
||||
var viewCenter = DrawSize / 2;
|
||||
|
||||
_terrainDrawable.SetCamera(_camera, viewCenter);
|
||||
_carDrawable.SetCamera(_camera, viewCenter);
|
||||
}
|
||||
|
||||
public void HandleKeyDown(KeyDownEvent e)
|
||||
{
|
||||
Car.HandleKeyDown(e);
|
||||
if (e.Key is Key.R)
|
||||
Reset();
|
||||
}
|
||||
|
||||
public void HandleKeyUp(KeyUpEvent e)
|
||||
{
|
||||
Car.HandleKeyUp(e);
|
||||
}
|
||||
|
||||
|
||||
private class Camera
|
||||
{
|
||||
public readonly float PixelsPerUnit = 60f;
|
||||
public Vector2 Position;
|
||||
|
||||
public void Reset(Vector2 pos)
|
||||
{
|
||||
Position = pos;
|
||||
}
|
||||
|
||||
public void Follow(float dt, Vector2 target)
|
||||
{
|
||||
var desired = target + new Vector2(5f, 2f);
|
||||
var smooth = 1f - MathF.Exp(-dt * 4.5f);
|
||||
Position = Vector2.Lerp(Position, desired, smooth);
|
||||
}
|
||||
}
|
||||
|
||||
private abstract class WorldDrawable : CompositeDrawable
|
||||
{
|
||||
protected Camera? Camera;
|
||||
protected Vector2 ViewCenter;
|
||||
|
||||
public void SetCamera(Camera cam, Vector2 viewCenter)
|
||||
{
|
||||
Camera = cam;
|
||||
ViewCenter = viewCenter;
|
||||
UpdateFromWorld();
|
||||
}
|
||||
|
||||
protected Vector2 ToScreen(Vector2 worldPos)
|
||||
{
|
||||
var rel = worldPos - Camera.Position;
|
||||
return new Vector2(
|
||||
ViewCenter.X + rel.X * Camera.PixelsPerUnit,
|
||||
ViewCenter.Y - rel.Y * Camera.PixelsPerUnit
|
||||
);
|
||||
}
|
||||
|
||||
protected float ToScreen(float worldLen)
|
||||
{
|
||||
return worldLen * Camera.PixelsPerUnit;
|
||||
}
|
||||
|
||||
protected abstract void UpdateFromWorld();
|
||||
}
|
||||
|
||||
private class TerrainDrawable : WorldDrawable
|
||||
{
|
||||
private readonly Container _segments = new() { RelativeSizeAxes = Axes.Both };
|
||||
public TerrainDrawable()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
AddInternal(_segments);
|
||||
}
|
||||
|
||||
protected override void UpdateFromWorld()
|
||||
{
|
||||
if (Camera is null) return;
|
||||
|
||||
_segments.Clear();
|
||||
|
||||
var halfWidthWorld = DrawWidth / Camera.PixelsPerUnit;
|
||||
var left = Camera.Position.X - halfWidthWorld - 2f;
|
||||
var right = Camera.Position.X + halfWidthWorld + 2f;
|
||||
|
||||
var step = 0.6f;
|
||||
var count = (int)Math.Ceiling((right - left) / step);
|
||||
|
||||
for (var i = 0; i < count; i += 1)
|
||||
{
|
||||
var x0 = left + i * step;
|
||||
var x1 = x0 + step;
|
||||
|
||||
var y0 = Terrain.HeightAt(x0);
|
||||
var y1 = Terrain.HeightAt(x1);
|
||||
var y = MathF.Min(y0, y1);
|
||||
|
||||
var depth = 200f;
|
||||
var p = ToScreen(new Vector2(x0, y));
|
||||
var w = ToScreen(step);
|
||||
var h = ToScreen(depth);
|
||||
|
||||
//_segments.Add(new Box
|
||||
//{
|
||||
// Anchor = Anchor.TopLeft,
|
||||
// Origin = Anchor.TopLeft,
|
||||
// Position = p,
|
||||
// Size = new Vector2(w + 1, h),
|
||||
// Colour = new Color4(80, 200, 120, 255)
|
||||
//});
|
||||
|
||||
_segments.Add(new Triangle
|
||||
{
|
||||
Anchor = Anchor.TopLeft,
|
||||
Origin = Anchor.BottomLeft,
|
||||
Position = p,
|
||||
Size = new Vector2(w + 1, -h),
|
||||
Shear = new Vector2(x1 - x0, y1 - y0),
|
||||
Colour = new Color4(80, 200, 120, 255)
|
||||
});
|
||||
}
|
||||
|
||||
for (var i = 0; i < count; i += 1)
|
||||
{
|
||||
var x0 = left + i * step;
|
||||
var x1 = x0 + step;
|
||||
|
||||
var y0 = Terrain.HeightAt(x0);
|
||||
var y1 = Terrain.HeightAt(x1);
|
||||
var y = (y0 + y1) / 2f;
|
||||
|
||||
var p = ToScreen(new Vector2(x0, y));
|
||||
_segments.Add(new Box
|
||||
{
|
||||
Anchor = Anchor.TopLeft,
|
||||
Origin = Anchor.TopLeft,
|
||||
Position = p,
|
||||
Size = new Vector2(ToScreen(step) + 1, 3),
|
||||
Colour = new Color4(20, 120, 60, 255)
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private class CarDrawable : WorldDrawable
|
||||
{
|
||||
private readonly Box _body;
|
||||
private readonly SimpleCar _car;
|
||||
private readonly Circle _wheelBack;
|
||||
private readonly Circle _wheelFront;
|
||||
|
||||
public CarDrawable(SimpleCar car)
|
||||
{
|
||||
_car = car;
|
||||
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
_wheelBack = new Circle { Colour = new Color4(25, 25, 25, 255) },
|
||||
_wheelFront = new Circle { Colour = new Color4(25, 25, 25, 255) },
|
||||
_body = new Box { Colour = new Color4(240, 70, 70, 255) }
|
||||
};
|
||||
}
|
||||
|
||||
protected override void UpdateFromWorld()
|
||||
{
|
||||
if (Camera is null) return;
|
||||
|
||||
var wheelR = SimpleCar.WheelRadius;
|
||||
var bodyW = 2.2f;
|
||||
var bodyH = 0.7f;
|
||||
|
||||
var wb = ToScreen(_car.WheelBackPos);
|
||||
var wf = ToScreen(_car.WheelFrontPos);
|
||||
|
||||
var rPx = ToScreen(wheelR);
|
||||
_wheelBack.Size = new Vector2(rPx * 2);
|
||||
_wheelBack.Position = wb - new Vector2(rPx);
|
||||
_wheelFront.Size = new Vector2(rPx * 2);
|
||||
_wheelFront.Position = wf - new Vector2(rPx);
|
||||
|
||||
var bp = ToScreen(_car.Position);
|
||||
_body.Size = new Vector2(ToScreen(bodyW), ToScreen(bodyH));
|
||||
_body.Origin = Anchor.Centre;
|
||||
_body.Anchor = Anchor.TopLeft;
|
||||
_body.Position = bp;
|
||||
_body.Rotation = -_car.RotationDegrees;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class Terrain
|
||||
{
|
||||
public static float HeightAt(float x)
|
||||
{
|
||||
const float baseLine = 0f;
|
||||
|
||||
var h =
|
||||
0.9f * MathF.Sin(x * 0.55f) +
|
||||
0.6f * MathF.Sin(x * 0.18f + 1.3f) +
|
||||
0.25f * MathF.Sin(x * 1.15f);
|
||||
|
||||
var drift = 0.015f * x;
|
||||
|
||||
return baseLine + h + drift;
|
||||
}
|
||||
|
||||
public static float SlopeAt(float x)
|
||||
{
|
||||
const float eps = 0.02f;
|
||||
return (HeightAt(x + eps) - HeightAt(x - eps)) / (2 * eps);
|
||||
}
|
||||
|
||||
public static Vector2 NormalAt(float x)
|
||||
{
|
||||
var slope = SlopeAt(x);
|
||||
var n = new Vector2(-slope, 1f);
|
||||
return n.Normalized();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user