axiosengine 

axiosengine Commit Details


Date:2013-01-27 22:26:00 (11 years 8 months ago)
Author:Natalie Adams
Branch:master
Commit:4e2217254397c1c97f06fc257ef43facd0d742d0
Parents: 3d235e0e142ce3c1d6853de814a19f2a3a885a88
Message:Adding option to use second precision instead of milliosecond

Changes:

File differences

axios/Axios_settings.cs
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* - Adding extension to mousestate (Position) to get a Vector2 object of the position
* - Added MouseAimVector to AGS - this allows you to get a vector to "shoot" with (realtive to the mouse and another object) a LinearVelocity in Farseer
*
* 1.0.1.8 - 1/12/2012
* - Adding UseSecondStep flag in PhysicsGameScreen (default false)
*
*/
#endregion
axios/ScreenSystem/PhysicsGameScreen.cs
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private float _agentTorque;
private FixedMouseJoint _fixedMouseJoint;
private Body _userAgent;
public bool UseSecondStep = false;
protected PhysicsGameScreen()
{
TransitionOnTime = TimeSpan.FromSeconds(0.75);
if (!coveredByOtherScreen && !otherScreenHasFocus)
{
// variable time step but never less then 30 Hz
World.Step(Math.Min((float)gameTime.ElapsedGameTime.TotalSeconds, (1f / 30f)));
if (UseSecondStep)
World.Step(Math.Min((float)gameTime.ElapsedGameTime.TotalSeconds, (1f / 30f)));
else
World.Step((float)(gameTime.ElapsedGameTime.TotalMilliseconds * 0.001));
}
else
{

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