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on adamslair.github.io...private IEnumerable MoveTo(Vector2 target)
{
Vector2 movement = (target - this.GameObj.Transform.Pos.Xy).Normalized;
while ((target - this.GameObj.Transform.Pos.Xy).LengthSquared >= movement...
{
Vector2 movement = (target - this.GameObj.Transform.Pos.Xy).Normalized;
while ((target - this.GameObj.Transform.Pos.Xy).LengthSquared >= movement...
...Ship Movement code
*/
}
We check to see if the Spacebar is pressed. If it is, we instantiate the BulletPrefab at the Player position and...
*/
}
We check to see if the Spacebar is pressed. If it is, we instantiate the BulletPrefab at the Player position and...
...Ship Movement code
*/
}
We check to see if the Spacebar is pressed. If it is, we instantiate the BulletPrefab at the Player position and...
*/
}
We check to see if the Spacebar is pressed. If it is, we instantiate the BulletPrefab at the Player position and...
...Ship Movement code
*/
}
We check to see if the Spacebar is pressed. If it is, we instantiate the BulletPrefab at the Player position and...
*/
}
We check to see if the Spacebar is pressed. If it is, we instantiate the BulletPrefab at the Player position and...
...handle and allows us direct control over all the math behind player movement. This is good if we don’t require physically “correct” behavior...
...handle and allows us direct control over all the math behind player movement. This is good if we don’t require physically “correct” behavior...
...handle and allows us direct control over all the math behind player movement. This is good if we don’t require physically “correct” behavior...
...It gets more complicated when you do an Oblique / Retro RPG like perspective, where the player character can walk either in front of or...
...It gets more complicated when you do an Oblique / Retro RPG like perspective, where the player character can walk either in front of or...
...It gets more complicated when you do an Oblique / Retro RPG like perspective, where the player character can walk either in front of or...