Adding option to use second precision instead of milliosecond
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3d235e0e14
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@ -119,6 +119,9 @@
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* - Adding extension to mousestate (Position) to get a Vector2 object of the position
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* - Adding extension to mousestate (Position) to get a Vector2 object of the position
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* - 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
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* - 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
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*
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*
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* 1.0.1.8 - 1/12/2012
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* - Adding UseSecondStep flag in PhysicsGameScreen (default false)
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*
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*/
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*/
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#endregion
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#endregion
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@ -21,7 +21,7 @@ namespace GameStateManagement
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private float _agentTorque;
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private float _agentTorque;
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private FixedMouseJoint _fixedMouseJoint;
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private FixedMouseJoint _fixedMouseJoint;
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private Body _userAgent;
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private Body _userAgent;
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public bool UseSecondStep = false;
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protected PhysicsGameScreen()
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protected PhysicsGameScreen()
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{
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{
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TransitionOnTime = TimeSpan.FromSeconds(0.75);
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TransitionOnTime = TimeSpan.FromSeconds(0.75);
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@ -101,7 +101,10 @@ namespace GameStateManagement
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if (!coveredByOtherScreen && !otherScreenHasFocus)
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if (!coveredByOtherScreen && !otherScreenHasFocus)
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{
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{
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// variable time step but never less then 30 Hz
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// variable time step but never less then 30 Hz
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World.Step(Math.Min((float)gameTime.ElapsedGameTime.TotalSeconds, (1f / 30f)));
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if (UseSecondStep)
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World.Step(Math.Min((float)gameTime.ElapsedGameTime.TotalSeconds, (1f / 30f)));
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else
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World.Step((float)(gameTime.ElapsedGameTime.TotalMilliseconds * 0.001));
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}
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}
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else
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else
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{
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{
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