public void Walk() { this.iCycle++; this.angleUppLegL = (((this.angleUppLegMax - this.angleUppLegMin) / 2f) * ((float) Math .sin(((((float) this.iCycle) / ((float) this.cycleLength)) * 2f) * 3.1415926535897931))) + ((this.angleUppLegMax + this.angleUppLegMin) / 2f); this.angleUppLegR = (((this.angleUppLegMax - this.angleUppLegMin) / 2f) * ((float) Math .sin((((((float) this.iCycle) / ((float) this.cycleLength)) * 2f) * 3.1415926535897931) + 3.1415926535897931))) + ((this.angleUppLegMax + this.angleUppLegMin) / 2f); this.angleLowLegL = (((this.angleLowLegMax - this.angleLowLegMin) / 2f) * ((float) Math .sin((((((float) this.iCycle) / ((float) this.cycleLength)) * 2f) * 3.1415926535897931) - (6.2831853071795862 * this.phaseDelay)))) + ((this.angleLowLegMax + this.angleLowLegMin) / 2f); this.angleLowLegR = (((this.angleLowLegMax - this.angleLowLegMin) / 2f) * ((float) Math .sin(((((((float) this.iCycle) / ((float) this.cycleLength)) * 2f) * 3.1415926535897931) + 3.1415926535897931) - (6.2831853071795862 * this.phaseDelay)))) + ((this.angleLowLegMax + this.angleLowLegMin) / 2f); this.position.x += this.speed; float num = (((float) (Math.cos((double) this.angleUppLegL) + Math .cos((double) this.angleLowLegL))) < ((float) (Math .cos((double) this.angleUppLegR) + Math .cos((double) this.angleLowLegR)))) ? ((float) (this.t2DUpperLeg.getHeight() * (Math .cos((double) this.angleUppLegL) + Math .cos((double) this.angleLowLegL)))) : ((float) (this.t2DUpperLeg.getHeight() * (Math .cos((double) this.angleUppLegR) + Math .cos((double) this.angleLowLegR)))); this.position.y = this.positionGround.y - num; this.angleUppArmL = (((this.angleUppArmMax - this.angleUppArmMin) / 2f) * ((float) Math .sin(((((float) this.iCycle) / ((float) this.cycleLength)) * 2f) * 3.1415926535897931))) + ((this.angleUppArmMax + this.angleUppArmMin) / 2f); this.angleUppArmR = (((this.angleUppArmMax - this.angleUppArmMin) / 2f) * ((float) Math .sin((((((float) this.iCycle) / ((float) this.cycleLength)) * 2f) * 3.1415926535897931) + 3.1415926535897931))) + ((this.angleUppArmMax + this.angleUppArmMin) / 2f); this.angleLowArmL = (((this.angleLowArmMax - this.angleLowArmMin) / 2f) * ((float) Math .sin((((((float) this.iCycle) / ((float) this.cycleLength)) * 2f) * 3.1415926535897931) + (6.2831853071795862 * this.phaseDelay)))) + ((this.angleLowArmMax + this.angleLowArmMin) / 2f); this.angleLowArmR = (((this.angleLowArmMax - this.angleLowArmMin) / 2f) * ((float) Math .sin(((((((float) this.iCycle) / ((float) this.cycleLength)) * 2f) * 3.1415926535897931) + 3.1415926535897931) + (6.2831853071795862 * this.phaseDelay)))) + ((this.angleLowArmMax + this.angleLowArmMin) / 2f); this.upperArmL.angle = -this.angleUppArmL; this.upperArmR.angle = -this.angleUppArmR; this.lowerArmL.angle = -this.angleLowArmL; this.lowerArmR.angle = -this.angleLowArmR; this.upperLegL.angle = -this.angleUppLegL; this.upperLegR.angle = -this.angleUppLegR; this.lowerLegL.angle = -this.angleLowLegL; this.lowerLegR.angle = -this.angleLowLegR; this.torso.angle = (0.08246681f * ((float) Math .sin(((((float) this.iCycle) / ((float) this.cycleLength)) * 2f) * 3.1415926535897931))) + 0.1090831f; for (BodyPart part : this.bodyPartList) { part.Update(); } if (this.iCycle >= this.cycleLength) { this.iCycle = 0; } }