Where do I apply the Delta Time multiplier:
'Calculate the length of the Speed Vector Local SpeedVectorLength# = sqr(m_fSpeedX*m_fSpeedX + m_fSpeedY*m_fSpeedY) If SpeedVectorLength > 0 'Decrease Speed with Friction if we are moving m_fSpeedX:- (m_fSpeedX/SpeedVectorLength) * m_pTEngine.GetFriction() * TDelta.GetTime() m_fSpeedY:- (m_fSpeedY/SpeedVectorLength) * m_pTEngine.GetFriction() * TDelta.GetTime() Else m_fSpeedX=0 m_fSpeedY=0 EndIf Print TDelta.GetTime() If SpeedVectorLength > m_pTEngine.GetMaximumVelocity() 'If we are going beyond the speed barrier then reduce our speed 'with the amount in which it surpases TopSpeed m_fSpeedX:+ (m_fSpeedX/SpeedVectorLength)*(m_pTEngine.GetMaximumVelocity() - SpeedVectorLength) * TDelta.GetTime() m_fSpeedY:+ (m_fSpeedY/SpeedVectorLength)*(m_pTEngine.GetMaximumVelocity() - SpeedVectorLength) * TDelta.GetTime() EndIf If SpeedVectorLength > 0 m_fX:+ m_fSpeedX m_fY:+ m_fSpeedY End If
Method IncreaseVelocity() 'Create a Acceleration Vector and 'add it to the Speed Vector m_fSpeedX:+ Cos(m_fAngle) * m_pTEngine.GetAcceleration() * TDelta.GetTime() m_fSpeedY:+ Sin(m_fAngle) * m_pTEngine.GetAcceleration() * TDelta.GetTime() End Method