From e5aeb7ac29e031cd202f1c49d78474271e2218b7 Mon Sep 17 00:00:00 2001 From: Harald Csaszar Date: Tue, 16 Apr 2024 17:37:05 +0200 Subject: [PATCH] [monogame] Added more explicit example code for skeleton.PhysicsTranslate(). --- .../spine-monogame-example/ExampleGame.cs | 14 ++++++++++++-- 1 file changed, 12 insertions(+), 2 deletions(-) diff --git a/spine-monogame/spine-monogame-example/ExampleGame.cs b/spine-monogame/spine-monogame-example/ExampleGame.cs index 6771b0623..eb3650119 100644 --- a/spine-monogame/spine-monogame-example/ExampleGame.cs +++ b/spine-monogame/spine-monogame-example/ExampleGame.cs @@ -314,8 +314,13 @@ namespace Spine { state.Update(deltaTime); skeleton.Update(deltaTime); // Note: if you are not directly modifying skeleton.X or .Y, you can apply external - // physics movement via the following line: + // movement to physics via the following code: + // Vector2 lastPosition; // add as a member variable + // .. + // Vector2 currentPosition = ; + // Vector2 externalPositionDelta = currentPosition - lastPosition; // skeleton.PhysicsTranslate(externalPositionDelta.x, externalPositionDelta.y); + // lastPosition = currentPosition; state.Apply(skeleton); skeleton.UpdateWorldTransform(Skeleton.Physics.Update); @@ -367,8 +372,13 @@ namespace Spine { state.Update(deltaTime); skeleton.Update(deltaTime); // Note: if you are not directly modifying skeleton.X or .Y, you can apply external - // physics movement via the following line: + // movement to physics via the following code: + // Vector2 lastPosition; // add as a member variable + // .. + // Vector2 currentPosition = ; + // Vector2 externalPositionDelta = currentPosition - lastPosition; // skeleton.PhysicsTranslate(externalPositionDelta.x, externalPositionDelta.y); + // lastPosition = currentPosition; state.Apply(skeleton); skeleton.UpdateWorldTransform(Skeleton.Physics.Update);