+ * - Adding rotation to DrawableAxiosGameObject

+ * - Adding InputState extensions to test for input agaisnt Player One
This commit is contained in:
Nathan Adams 2012-06-03 15:39:11 -05:00
parent 60a106a27c
commit 4ba6fd89ee
7 changed files with 15 additions and 7 deletions

View File

@ -169,6 +169,7 @@
<Compile Include="Engine\DrawableBreakableAxiosGameObject.cs" />
<Compile Include="Engine\Extensions\Bitmap.cs" />
<Compile Include="Engine\Extensions\Contact.cs" />
<Compile Include="Engine\Extensions\InputState.cs" />
<Compile Include="Engine\Extensions\String.cs" />
<Compile Include="Engine\Extensions\Texture2D.cs" />
<Compile Include="Engine\File\AxiosFile.cs" />

View File

@ -212,6 +212,7 @@
<Compile Include="Engine\DrawableBreakableAxiosGameObject.cs" />
<Compile Include="Engine\Extensions\Bitmap.cs" />
<Compile Include="Engine\Extensions\Contact.cs" />
<Compile Include="Engine\Extensions\InputState.cs" />
<Compile Include="Engine\Extensions\String.cs" />
<Compile Include="Engine\Extensions\Texture2D.cs" />
<Compile Include="Engine\File\AxiosFile.cs" />

View File

@ -162,6 +162,7 @@
<Compile Include="Engine\DrawableBreakableAxiosGameObject.cs" />
<Compile Include="Engine\Extensions\Bitmap.cs" />
<Compile Include="Engine\Extensions\Contact.cs" />
<Compile Include="Engine\Extensions\InputState.cs" />
<Compile Include="Engine\Extensions\String.cs" />
<Compile Include="Engine\Extensions\Texture2D.cs" />
<Compile Include="Engine\File\AxiosFile.cs" />

View File

@ -97,6 +97,8 @@
* - Upon some testing - developers will need to use #if WINDOWS/#endif tags to make sure they can't use XNACC in WP7/Xbox360
* - Adding axioslog command to output AxiosLog
* - Changing variables in CommandConsoleBase to be non-static
* - Adding rotation to DrawableAxiosGameObject
* - Adding InputState extensions to test for input agaisnt Player One
*
*
*/

View File

@ -16,6 +16,14 @@ namespace Axios.Engine
protected bool _adjustunits = true;
protected bool _relativetocamera = true;
protected float _rotation;
public float Rotation
{
get { return _rotation; }
set { _rotation = value; }
}
public bool AdjustUnits //if value changed - change position depending on adjusting the units
{
get { return _adjustunits; }
@ -43,9 +51,9 @@ namespace Axios.Engine
else
gameScreen.ScreenManager.SpriteBatch.Begin();
if (_adjustunits)
gameScreen.ScreenManager.SpriteBatch.Draw(Texture, ConvertUnits.ToDisplayUnits(Position), null, Color.White, 0, Origin, _scale, SpriteEffects.None, 0);
gameScreen.ScreenManager.SpriteBatch.Draw(Texture, ConvertUnits.ToDisplayUnits(Position), null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);
else
gameScreen.ScreenManager.SpriteBatch.Draw(Texture, Position, null, Color.White, 0, Origin, _scale, SpriteEffects.None, 0);
gameScreen.ScreenManager.SpriteBatch.Draw(Texture, Position, null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);
gameScreen.ScreenManager.SpriteBatch.End();
}

View File

@ -46,8 +46,6 @@ namespace Axios.Engine.Extensions
}
return direction;
}
}

View File

@ -473,7 +473,6 @@ namespace GameStateManagement
}
}
/// <summary>
/// Helper for checking if a button was pressed during this update.
/// The controllingPlayer parameter specifies which player to read input for.
@ -501,7 +500,6 @@ namespace GameStateManagement
}
}
/// <summary>
/// Helper for checking if a key was newly pressed during this update. The
/// controllingPlayer parameter specifies which player to read input for.
@ -552,7 +550,6 @@ namespace GameStateManagement
}
}
/// <summary>
/// Helper for checking if a button was newly pressed during this update.
/// The controllingPlayer parameter specifies which player to read input for.