I have a spinning wheel rotating at an angular speed ω, no acceleration involved, implemented with SpriteKit.
When the user push a button I need to slowly decelerate the wheel from the current angle ∂0 and end-up in a specified angle (lets call it ∂f).
I created associated to it a mass of 2.
I already tried the angularDamping and the SKAction.rotate(toAngle: duration:) but they do not fit my needs because:
With the angularDamping I cannot specify easy the angle ∂f where I want to end up.
With the SKAction.rotate(toAngle: duration:) I cannot start slowing down from the current rotation speed and it doesn't behave natural.
The only remaining approach I tried is by using the SKAction.applyTorque(duration:).
This sounds interesting but I have problems calculating the formula to obtain the correct torque to apply and especially for the inertia and radius of the wheel.
Here is my approach:
I'm taking the starting angular velocity ω as:
wheelNode.physicsBody?.angularVelocity.
I'm taking the mass from wheelNode.physicsBody?.mass
The time t is a constant of 10 (this means that in 10 seconds I want the wheel decelerating to the final angle ∂f).
The deceleration that I calculated as:
let a = -1 * ω / t
The inertia should be: let I = 1/2 * mass * pow(r, 2)*. (see notes regarding the radius please)
Then, finally, I calculated the final torque to apply as: let t = I * a (taking care that is opposite of the current angular speed of the wheel).
NOTE:
Since I don't have clear how to have the radius of the wheel I tried to grab it both from:
the wheelNode.physicsBody?.area as let r = sqrt(wheelNode.physicsBody?.area ?? 0 / .pi)
by converting from pixel to meters as the area documentation says. Then I have let r = self.wheelNode.radius / 150.
Funny: I obtain 2 different values :(
UNFORTUNATLY something in this approach is not working because so far I have no idea how to end up in the specified angle and the wheel doesn't stop anyway as it should (or the torque is too much and spins in the other direction, or is not enough). So, also the torque applied seems to be wrong.
Do you know a better way to achieve the result I need? Is that the correct approach? If yes, what's wrong with my calculations?
Kinematics makes my head hurt, but here you go. I made it to where you can input the amount of rotations and the wheel will rotate that many times as its slowing down to the angle you specify. The other function and extension are there to keep the code relatively clean/readable. So if you just want one giant mess function go ahead and modify it.
• Make sure the node's angularDampening = 0.0
• Make sure the node has a circular physicsbody
// Stops a spinning SpriteNode at a specified angle within a certain amount of rotations
//NOTE: Node must have a circular physicsbody
// Damping should be from 0.0 to 1.0
func decelerate(node: SKSpriteNode, toAngle: CGFloat, rotations: Int) {
if node.physicsBody == nil { print("Node doesn't have a physicsbody"); return } //Avoid crash incase node's physicsbody is nil
var cw:CGFloat { if node.physicsBody!.angularVelocity < CGFloat(0.0) { return -1.0} else { return 1.0} } //Clockwise - using int to reduce if statments with booleans
let m = node.physicsBody!.mass // Mass
let r = CGFloat.squareRoot(node.physicsBody!.area / CGFloat.pi)() // Radius
let i = 0.5 * m * r.squared // Intertia
let wi = node.physicsBody!.angularVelocity // Initial Angular Velocity
let wf:CGFloat = 0 // Final Angular Velocity
let ti = CGFloat.unitCircle(node.zRotation) // Initial Theta
var tf = CGFloat.unitCircle(toAngle) // Final Theta
//Correction constant based on rate of rotation since there seems to be a delay between when the action is calcuated and when it is run
//Without the correction the node stops a little off from its desired stop angle
tf -= 0.00773889 * wi //Might need to change constn
let dt = deltaTheta(ti, tf, Int(cw), rotations)
let a = -cw * 0.5 * wi.squared / abs(dt) // Angular Acceleration - cw used to determine direction
print("A:\(a)")
let time:Double = Double(abs((wf-wi) / a)) // Time needed to stop
let torque:CGFloat = i * a // Torque needed to stop
node.run(SKAction.applyTorque(torque, duration: time))
}
func deltaTheta(_ ti:CGFloat, _ tf:CGFloat, _ clockwise: Int, _ rotations: Int) -> CGFloat {
let extra = CGFloat(rotations)*2*CGFloat.pi
if clockwise == -1 {
if tf>ti { return tf-ti-2*CGFloat.pi-extra }else{ return tf-ti-extra }
}else{
if tf>ti { return tf-ti+extra }else{ return tf+2*CGFloat.pi+extra-ti }
}
}
}
extension CGFloat {
public var squared:CGFloat { return self * self }
public static func unitCircle(_ value: CGFloat) -> CGFloat {
if value < 0 { return 2 * CGFloat.pi + value }
else{ return value }
}
}
Related
For volume controls in most cases it would be better if knob values would change exponential or logarithmical instead of linear.
Where would be the best place within the Knob.swift of the AudioKit AnalogSynthX-Example class to scale the value to any kind of curve?
I think of
func setPercentagesWithTouchPoint(_ touchPoint: CGPoint) {
// Knobs assume up or right is increasing, and down or left is decreasing
let horizontalChange = Double(touchPoint.x - lastX) * knobSensitivity
value += horizontalChange * (maximum - minimum)
let verticalChange = Double(touchPoint.y - lastY) * knobSensitivity
value -= verticalChange * (maximum - minimum)
lastX = touchPoint.x
lastY = touchPoint.y
// TODO: map to exponential/log/any curve if -> knobType is .exp
// ...
delegate?.updateKnobValue(value, tag: self.tag)
}
but maybe someone did invent this wheel already? Thnx!
Thanks for asking. The cutoff knob in the Analog Synth X repo scales logarithmically. You can look at that for a simple example.
Plus, there are new knobs in the AudioKit ROM Player repo. These improved knob controls have adjustable taper curve scaling and range settings:
https://github.com/AudioKit/ROMPlayer
Hello everyone,
I come back to you about my current problem. I already asked a question about that but no one had success to help me. Then I will explain my complete problem and how I tried to fix it. (I tried several things)
So, I need to code a lib that adds many functions in order to manage cameras and objects in a 3D world. For that we have chosen SceneKit Framework to use Metal.
I will post a very simplified code but all necessary things are here.
To illustrate my thought here is a GIF which explains how I want my camera acts like:
http://i.stack.imgur.com/5tHUl.gif
This comes from Stack question (thanks rickster) : Rotate SCNCamera node looking at an object around an imaginary sphere
The goal is to load a scene and handle User Pan Action to move camera around the gravity center point of a 3D object in my 3D world. Here is my basic simplified code:
import SceneKit
import UIKit
class SceneManager
{
private let scene: SCNScene
private let view: SCNView
private let camera: SCNNode
private let cameraOrbit: SCNNode
init(view: SCNView, assetFolder: String, sceneName: String, cameraName: String, backgroundColor: UIColor) {
self.view = view
self.scene = SCNScene(named: (assetFolder + "/" + sceneName))!
if (self.scene.rootNode.childNodeWithName(cameraName, recursively: true) == nil) {
print("Fatal error: Cannot find camera in scene with name :\"", cameraName, "\"")
exit(1)
}
self.camera = self.scene.rootNode.childNodeWithName(cameraName, recursively: true)! // Retrieve cameraNode created in scene file
self.camera.removeFromParentNode()
self.cameraOrbit = SCNNode()
self.cameraOrbit.addChildNode(self.camera)
self.scene.rootNode.addChildNode(self.cameraOrbit)
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(panHandler(_:)))
panGesture.maximumNumberOfTouches = 1
self.view.addGestureRecognizer(panGesture)
self.view.backgroundColor = backgroundColor
self.view.pointOfView = cameraNode
self.view.scene = self.scene
}
#objc private func panHandler(sender: UIPanGestureRecognizer) {
// some code here
}
}
Then I have explore many possible solutions I had found on Internet. I will present the principal solution I had explore.
1) EulerAngle
Src: Rotate SCNCamera node looking at an object around an imaginary sphere
I wanted to applied the rickster's method in this Stack. Here is my trying code:
#objc private func panHandler(sender: UIPanGestureRecognizer) {
if (sender.state == UIGestureRecognizerState.Changed) {
let scrollWidthRatio = Float(sender.velocityInView(sender.view!).x) / 10000 * -1
let scrollHeightRatio = Float(sender.velocityInView(sender.view!).y) / 10000
cameraOrbit.eulerAngles.y += Float(-2 * M_PI) * scrollWidthRatio
cameraOrbit.eulerAngles.x += Float(-M_PI) * scrollHeightRatio
}
}
That works well for Y axis but the camera spin around itself on X axis. I do not understand very well what refers to the eulerAngle but I notice the Z axis never changes. Is this why the rotation is not spherical?
2) Homemade solution
src: SceneKit Child node position not changed during Parent node rotation
That is a question I have posted about the worldPosition and localPosition. But the solution proposed did not work... (Or I did not understand)
This is the solution I will use principally. But if you have another solution, I am ready to explore and try it!
Theoretically the var alpha is the angle between abscissa axis and position of the camera (2D (x, z)) in trigonometry circle. I use that to calculate the ratio to apply at X and Z rotation's axes.
The goal is to have a rotation that follows a segment on 2D plan (x, z).
But that did not work cause of self.camera.position is coordinated relative to cameraOrbit (parent node) and it needs the worldPosition property.
The parameters of camera worldTransform is a matrix I did not understand so I can not use it. Even if I can use the worldPosition property, I am not sure that it will work very well cause of my angle and ratio applied to X and Z axes.
What do you think about this, maybe I need to change my method?
#objc private func panHandler(sender: UIPanGestureRecognizer) {
let cameraROrbitRadius = sqrt(pow(self.camera.position.x, 2) + pow(self.camera.position.y, 2))
let alpha = cos(self.camera.position.z / self.cameraOrbitRadius) // Get angle of camera
var ratioX = 1 - ((CGFloat)(alpha) / (CGFloat)(M_PI)) // Get the ratio with angle for apply to Z and X axes rotation
var ratioZ = ((CGFloat)(alpha) / (CGFloat)(M_PI))
// Change direction of rotation depending camera's position in trigonometric circle
if (self.camera.position.x > 0 && self.camera.position.z < 0) {
ratioX *= -1
} else if (self.camera.position.z < 0 && self.camera.position.x < 0) {
ratioX *= -1
ratioZ *= -1
} else if (self.camera.position.z > 0 && self.camera.position.x > 0) {
ratioZ *= -1
}
// Set the angle rotation to add at imaginary sphere (cameraOrbit)
let xAngleToAdd = (sender.velocityInView(sender.view!).y / 10000) * ratioX
let yAngleToAdd = (sender.velocityInView(sender.view!).x / 10000) * (-1)
let zAngleToAdd = (sender.velocityInView(sender.view!).y / 10000) * ratioZ
let rotation = SCNAction.rotateByX(xAngleToAdd, y: yAngleToAdd, z: zAngleToAdd, duration: 0.5)
self.cameraOrbit.runAction(rotation)
}
This method works for Y axis too. But the rotation above the object works bad. I can not explain it simply but the rotation of camera is offbeat of this theoretically movement.
I think I have explain every important things. If you have any ideas or tips?
Regards,
PLEASE SOMEONE HELP!
I want to have my SKEmiterNode's scale(meaning size) get larger and smaller to the music i have built into the application using AVAudioPlayer. Right now this is pretty much all I have for the SKEmiterNode and it looks great:
beatParticle?.position = CGPoint(x: self.size.width * 0.5, y: self.size.height * 0.5)
var beatParticleEffectNode = SKEffectNode()
beatParticleEffectNode.addChild(beatParticle!)
self.addChild(beatParticleEffectNode)
All the looks are done in the .sks file.
Here is where I call the "updateBeatParticle" function in a continual loop so that It can where i will put my code for making the particle's scale(meaning size) larger and smaller to the music.
var dpLink : CADisplayLink?
dpLink = CADisplayLink(target: self, selector: "updateBeatParticle")
dpLink?.addToRunLoop(NSRunLoop.currentRunLoop(), forMode: NSRunLoopCommonModes)
func updateBeatParticle(){
//Put code here
}
Any idea how i can do this? I looked at some tutorials such as this: https://www.raywenderlich.com/36475/how-to-make-a-music-visualizer-in-ios
However, i can't quite get my head around it because they're using an emitterLayer and its in Obj-C and am also interested in any other ideas you wonderful people may have!
WARNING: The following code has not been tested. Please let me know if it works.
Firstly, it looks like you are using SpriteKit, therefore you could put the code needed to alter the emitter scale in the SKScene method update:, which automatically gets called virtually as often as a CADisplayLink.
Essentially all you need to do is update the emitter scale in the update: method based on the volume of the channels of your AVAudioPlayer. Note that the audio player may have multiple channels running, so you need to average out the average power for each.
Firstly...
player.meteringEnabled = true
Set this after you initialise your audio player, so that it will monitor the levels of the channels.
Next, add something like this in your update method.
override func update(currentTime: CFTimeInterval) {
var scale: CGFloat = 0.5
if audioPlayer.playing { // Only do this if the audio is actually playing
audioPlayer.updateMeters() // Tell the audio player to update and fetch the latest readings
let channels = audioPlayer.numberOfChannels
var power: Float = 0
// Loop over each channel and add its average power
for i in 0..<channels {
power += audioPlayer.averagePowerForChannel(i)
}
power /= Float(channels) // This will give the average power across all the channels in decibels
// Convert power in decibels to a more appropriate percentage representation
scale = CGFloat(getIntensityFromPower(power))
}
// Set the particle scale to match
emitterNode.particleScale = scale
}
The method getIntensityFromPower is used to convert the power in decibels, to a more appropriate percentage representation. This method can be declared like so...
// Will return a value between 0.0 ... 1.0, based on the decibels
func getIntensityFromPower(decibels: Float) -> Float {
// The minimum possible decibel returned from an AVAudioPlayer channel
let minDecibels: Float = -160
// The maximum possible decibel returned from an AVAudioPlayer channel
let maxDecibels: Float = 0
// Clamp the decibels value
if decibels < minDecibels {
return 0
}
if decibels >= maxDecibels {
return 1
}
// This value can be adjusted to affect the curve of the intensity
let root: Float = 2
let minAmp = powf(10, 0.05 * minDecibels)
let inverseAmpRange: Float = 1.0 / (1.0 - minAmp)
let amp: Float = powf(10, 0.05 * decibels)
let adjAmp = (amp - minAmp) * inverseAmpRange
return powf(adjAmp, 1.0 / root)
}
The algorithm for this conversion was taken from this StackOverflow response https://stackoverflow.com/a/16192481/3222419.
I want to create a particle system on iOS using sprite kit where I define the colour of each individual particle. As far as I can tell this isn't possible with the existing SKEmitterNode.
It seems that best I can do is specify general behaviour. Is there any way I can specify the starting colour and position of each particle?
This can give you a basic idea what I was meant in my comments. But keep in mind that it is untested and I am not sure how it will behave if frame rate drops occur.
This example creates 5 particles per second, add them sequentially (in counterclockwise direction) along the perimeter of a given circle. Each particle will have different predefined color. You can play with Settings struct properties to change the particle spawning speed or to increase or decrease number of particles to emit.
Pretty much everything is commented, so I guess you will be fine:
Swift 2
import SpriteKit
struct Settings {
static var numberOfParticles = 30
static var particleBirthRate:CGFloat = 5 //Means 5 particles per second, 0.2 means one particle in 5 seconds etc.
}
class GameScene: SKScene {
var positions = [CGPoint]()
var colors = [SKColor]()
var emitterNode:SKEmitterNode?
var currentPosition = 0
override func didMoveToView(view: SKView) {
backgroundColor = .blackColor()
emitterNode = SKEmitterNode(fileNamed: "rain.sks")
if let emitter = emitterNode {
emitter.position = CGPoint(x: CGRectGetMidX(frame), y: CGRectGetMidY(frame))
emitter.particleBirthRate = Settings.particleBirthRate
addChild(emitter)
let radius = 50.0
let center = CGPointZero
for var i = 0; i <= Settings.numberOfParticles; i++ {
//Randomize color
colors.append(SKColor(red: 0.78, green: CGFloat(i*8)/255.0, blue: 0.38, alpha: 1))
//Create some points on a perimeter of a given circle (radius = 40)
let angle = Double(i) * 2.0 * M_PI / Double(Settings.numberOfParticles)
let x = radius * cos(angle)
let y = radius * sin(angle)
let currentParticlePosition = CGPointMake(CGFloat(x) + center.x, CGFloat(y) + center.y)
positions.append(currentParticlePosition)
if i == 1 {
/*
Set start position for the first particle.
particlePosition is starting position for each particle in the emitter's coordinate space. Defaults to (0.0, 0,0).
*/
emitter.particlePosition = positions[0]
emitter.particleColor = colors[0]
self.currentPosition++
}
}
// Added just for debugging purposes to show positions for every particle.
for particlePosition in positions {
let sprite = SKSpriteNode(color: SKColor.orangeColor(), size: CGSize(width: 1, height: 1))
sprite.position = convertPoint(particlePosition, fromNode:emitter)
sprite.zPosition = 2
addChild(sprite)
}
let block = SKAction.runBlock({
// Prevent strong reference cycles.
[unowned self] in
if self.currentPosition < self.positions.count {
// Set color for the next particle
emitter.particleColor = self.colors[self.currentPosition]
// Set position for the next particle. Keep in mind that particlePosition is a point in the emitter's coordinate space.
emitter.particlePosition = self.positions[self.currentPosition++]
}else {
//Stop the action
self.removeActionForKey("emitting")
emitter.particleBirthRate = 0
}
})
// particleBirthRate is a rate at which new particles are generated, in particles per second. Defaults to 0.0.
let rate = NSTimeInterval(CGFloat(1.0) / Settings.particleBirthRate)
let sequence = SKAction.sequence([SKAction.waitForDuration(rate), block])
let repeatAction = SKAction.repeatActionForever(sequence)
runAction(repeatAction, withKey: "emitting")
}
}
}
Swift 3.1
import SpriteKit
struct Settings {
static var numberOfParticles = 30
static var particleBirthRate:CGFloat = 5 //Means 5 particles per second, 0.2 means one particle in 5 seconds etc.
}
class GameScene: SKScene {
var positions = [CGPoint]()
var colors = [SKColor]()
var emitterNode: SKEmitterNode?
var currentPosition = 0
override func didMove(to view: SKView) {
backgroundColor = SKColor.black
emitterNode = SKEmitterNode(fileNamed: "rain.sks")
if let emitter = emitterNode {
emitter.position = CGPoint(x: frame.midX, y: frame.midY)
emitter.particleBirthRate = Settings.particleBirthRate
addChild(emitter)
let radius = 50.0
let center = CGPoint.zero
for var i in 0...Settings.numberOfParticles {
//Randomize color
colors.append(SKColor(red: 0.78, green: CGFloat(i * 8) / 255.0, blue: 0.38, alpha: 1))
//Create some points on a perimeter of a given circle (radius = 40)
let angle = Double(i) * 2.0 * Double.pi / Double(Settings.numberOfParticles)
let x = radius * cos(angle)
let y = radius * sin(angle)
let currentParticlePosition = CGPoint.init(x: CGFloat(x) + center.x, y: CGFloat(y) + center.y)
positions.append(currentParticlePosition)
if i == 1 {
/*
Set start position for the first particle.
particlePosition is starting position for each particle in the emitter's coordinate space. Defaults to (0.0, 0,0).
*/
emitter.particlePosition = positions[0]
emitter.particleColor = colors[0]
self.currentPosition += 1
}
}
// Added just for debugging purposes to show positions for every particle.
for particlePosition in positions {
let sprite = SKSpriteNode(color: SKColor.orange, size: CGSize(width: 1, height: 1))
sprite.position = convert(particlePosition, from: emitter)
sprite.zPosition = 2
addChild(sprite)
}
let block = SKAction.run({
// Prevent strong reference cycles.
[unowned self] in
if self.currentPosition < self.positions.count {
// Set color for the next particle
emitter.particleColor = self.colors[self.currentPosition]
// Set position for the next particle. Keep in mind that particlePosition is a point in the emitter's coordinate space.
emitter.particlePosition = self.positions[self.currentPosition]
self.currentPosition += 1
} else {
//Stop the action
self.removeAction(forKey: "emitting")
emitter.particleBirthRate = 0
}
})
// particleBirthRate is a rate at which new particles are generated, in particles per second. Defaults to 0.0.
let rate = TimeInterval(CGFloat(1.0) / Settings.particleBirthRate)
let sequence = SKAction.sequence([SKAction.wait(forDuration: rate), block])
let repeatAction = SKAction.repeatForever(sequence)
run(repeatAction, withKey: "emitting")
}
}
}
Orange dots are added just for debugging purposes and you can remove that part if you like.
Personally I would say that you are overthinking this, but I might be wrong because there is no clear description of what you are trying to make and how to use it. Keep in mind that SpriteKit can render a bunch of sprites in a single draw call in very performant way. Same goes with SKEmitterNode if used sparingly. Also, don't underestimate SKEmitterNode... It is very configurable actually.
Here is the setup of Particle Emitter Editor:
Anyways, here is the final result:
Note that nodes count comes from an orange SKSpriteNodes used for debugging. If you remove them, you will see that there is only one node added to the scene (emitter node).
What you want is completely possible, probably even in real time. Unfortunately to do such a thing the way you describe with moving particles as being a particle for each pixel would be best done with a pixel shader. I don't know of a clean method that would allow you to draw on top of the scene with a pixel shader otherwise all you would need is a pixel shader that takes the pixels and moves them out from the center. I personally wouldn't try to do this unless I built the game with my own custom game engine in place of spritekit.
That being said I'm not sure a pixel per pixel diffusion is the best thing in most cases. Expecially if you have cartoony art. Many popular games will actually make sprites for fragments of the object they expect to shader. So like if it's an airplane you might have a sprite for the wings with perhaps even wires hanging out of this. Then when it is time to shatter the plane, remove it from the scene and replace the area with the pieces in the same shape of the plane... Sorta like a puzzle. This will likely take some tweaking. Then you can add skphysicsbodies to all of these pieces and have a force push them out in all directions. Also this doesn't mean that each pixel gets a node. I would suggest creatively breaking it into under 10 pieces.
And as whirlwind said you could all ways get things looking "like" it actually disintegrated by using an emitter node. Just make the spawn area bigger and try to emulate the color as much as possible. To make the ship dissappear you could do a fade perhaps? Or Mabye an explosion sprite over it? Often with real time special effects and physics, or with vfx it is more about making it look like reality then actually simulating reality. Sometimes you have to use trickery to get things to look good and run real-time.
If you want to see how this might look I would recommend looking at games like jetpac joyride.
Good luck!
Im using a technique to control a sprite by rotating left/right and then accelerating forward. I have 2 questions regarding it. (The code it pasted together from different classes due to polymorphism. If it doesn't make sense, let me know. The movement works well and the off screen detection as well.)
When player moves off screen i call the Bounce method. I want the player not to be able to move off screen but to change direction and go back. This works on top and bottom but left and right edge very seldom. Mostly it does a wierd bounce and leaves the screen.
I would like to modify the accelerate algorithm so that i can set a max speed AND a acceleration speed. Atm the TangentalVelocity does both.
float TangentalVelocity = 8f;
//Called when up arrow is down
private void Accelerate()
{
Velocity.X = (float)Math.Cos(Rotation) * TangentalVelocity;
Velocity.Y = (float)Math.Sin(Rotation) * TangentalVelocity;
}
//Called once per update
private void Deccelerate()
{
Velocity.X = Velocity.X -= Friction * Velocity.X;
Velocity.Y = Velocity.Y -= Friction * Velocity.Y;
}
// Called when player hits screen edge
private void Bounce()
{
Rotation = Rotation * -1;
Velocity = Velocity * -1;
SoundManager.Vulture.Play();
}
//screen edge detection
public void CheckForOutOfScreen()
{
//Check if ABOVE screen
if (Position.Y - Origin.Y / 2 < GameEngine.Viewport.Y) { OnExitScreen(); }
else
//Check if BELOW screen
if (Position.Y + Origin.Y / 2 > GameEngine.Viewport.Height) { OnExitScreen(); }
else
//Check if RIGHT of screen
if (this.Position.X + Origin.X / 2 > GameEngine.Viewport.Width) { OnExitScreen(); }
else
//Check if LEFT of screen
if (this.Position.X - Origin.X / 2 < GameEngine.Viewport.X) { OnExitScreen(); }
else
{
if (OnScreen == false)
OnScreen = true;
}
}
virtual public void OnExitScreen()
{
OnScreen = false;
Bounce();
}
Let's see if I understood correctly. First, you rotate your sprite. After that, you accelerate it forward. In that case:
// Called when player hits screen edge
private void Bounce()
{
Rotation = Rotation * -1;
Velocity = Velocity * -1; //I THINK THIS IS THE PROBLEM
SoundManager.Vulture.Play();
}
Let's suposse your sprite has no rotation when it looks up. In that case, if it's looking right it has rotated 90º, and its speed is v = (x, 0), with x > 0. When it goes out of the screen, its rotation becomes -90º and the speed v = (-x, 0). BUT you're pressing the up key and Accelerate method is called so immediately the speed becomes v = (x, 0) again. The sprite goes out of the screen again, changes its velocity to v = (-x, 0), etc. That produces the weird bounce.
I would try doing this:
private void Bounce()
{
Rotation = Rotation * -1;
SoundManager.Vulture.Play();
}
and check if it works also up and bottom. I think it will work. If not, use two different Bounce methods, one for top/bottom and another one for left/right.
Your second question... It's a bit difficult. In Physics, things reach a max speed because air friction force (or another force) is speed-dependent. So if you increase your speed, the force also increases... at the end, that force will balance the other and the speed will be constant. I think the best way to simulate a terminal speed is using this concept. If you want to read more about terminal velocity, take a look on Wikipedia: http://en.wikipedia.org/wiki/Terminal_velocity
private void Accelerate()
{
Acceleration.X = Math.abs(MotorForce - airFriction.X);
Acceleration.Y = Math.abs(MotorForce - airFriction.Y);
if (Acceleration.X < 0)
{
Acceleration.X = 0;
}
if (Acceleration.Y < 0)
{
Acceleration.Y = 0;
}
Velocity.X += (float)Math.Cos(Rotation) * Acceleration.X
Velocity.Y += (float)Math.Sin(Rotation) * Acceleration.Y
airFriction.X = Math.abs(airFrictionConstant * Velocity.X);
airFriction.Y = Math.abs(airFrictionConstant * Velocity.Y);
}
First, we calculate the accelartion using a "MotorForce" and the air friction. The MotorForce is the force we make to move our sprite. The air friction always tries to "eliminate" the movement, so is always postive. We finally take absolute values because the rotation give us the direction of the vector. If the acceleration is lower than 0, that means that the air friction is greater than our MotorForce. It's a friction, so it can't do that: if acceleration < 0, we make it 0 -the air force reached our motor force and the speed becomes constant.
After that, the velocity will increase using the acceleration. Finally, we update the air friction value.
One thing more: you may update also the value of airFriction in the Deccelarate method, even if you don't consider it in that method.
If you have any problem with this, or you don't understand something (sometimes my English is not very good ^^"), say it =)