+ * - Adding rotation to DrawableAxiosGameObject
+ * - Adding InputState extensions to test for input agaisnt Player One
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@ -169,6 +169,7 @@
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<Compile Include="Engine\DrawableBreakableAxiosGameObject.cs" />
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<Compile Include="Engine\Extensions\Bitmap.cs" />
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<Compile Include="Engine\Extensions\Contact.cs" />
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<Compile Include="Engine\Extensions\InputState.cs" />
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<Compile Include="Engine\Extensions\String.cs" />
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<Compile Include="Engine\Extensions\Texture2D.cs" />
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<Compile Include="Engine\File\AxiosFile.cs" />
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@ -212,6 +212,7 @@
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<Compile Include="Engine\DrawableBreakableAxiosGameObject.cs" />
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<Compile Include="Engine\Extensions\Bitmap.cs" />
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<Compile Include="Engine\Extensions\Contact.cs" />
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<Compile Include="Engine\Extensions\InputState.cs" />
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<Compile Include="Engine\Extensions\String.cs" />
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<Compile Include="Engine\Extensions\Texture2D.cs" />
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<Compile Include="Engine\File\AxiosFile.cs" />
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@ -162,6 +162,7 @@
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<Compile Include="Engine\DrawableBreakableAxiosGameObject.cs" />
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<Compile Include="Engine\Extensions\Bitmap.cs" />
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<Compile Include="Engine\Extensions\Contact.cs" />
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<Compile Include="Engine\Extensions\InputState.cs" />
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<Compile Include="Engine\Extensions\String.cs" />
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<Compile Include="Engine\Extensions\Texture2D.cs" />
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<Compile Include="Engine\File\AxiosFile.cs" />
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@ -97,6 +97,8 @@
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* - Upon some testing - developers will need to use #if WINDOWS/#endif tags to make sure they can't use XNACC in WP7/Xbox360
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* - Adding axioslog command to output AxiosLog
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* - Changing variables in CommandConsoleBase to be non-static
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* - Adding rotation to DrawableAxiosGameObject
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* - Adding InputState extensions to test for input agaisnt Player One
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*
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*
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*/
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@ -16,6 +16,14 @@ namespace Axios.Engine
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protected bool _adjustunits = true;
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protected bool _relativetocamera = true;
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protected float _rotation;
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public float Rotation
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{
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get { return _rotation; }
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set { _rotation = value; }
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}
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public bool AdjustUnits //if value changed - change position depending on adjusting the units
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{
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get { return _adjustunits; }
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@ -43,9 +51,9 @@ namespace Axios.Engine
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else
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gameScreen.ScreenManager.SpriteBatch.Begin();
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if (_adjustunits)
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gameScreen.ScreenManager.SpriteBatch.Draw(Texture, ConvertUnits.ToDisplayUnits(Position), null, Color.White, 0, Origin, _scale, SpriteEffects.None, 0);
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gameScreen.ScreenManager.SpriteBatch.Draw(Texture, ConvertUnits.ToDisplayUnits(Position), null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);
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else
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gameScreen.ScreenManager.SpriteBatch.Draw(Texture, Position, null, Color.White, 0, Origin, _scale, SpriteEffects.None, 0);
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gameScreen.ScreenManager.SpriteBatch.Draw(Texture, Position, null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);
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gameScreen.ScreenManager.SpriteBatch.End();
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}
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@ -46,8 +46,6 @@ namespace Axios.Engine.Extensions
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}
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return direction;
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}
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}
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@ -473,7 +473,6 @@ namespace GameStateManagement
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}
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}
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/// <summary>
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/// Helper for checking if a button was pressed during this update.
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/// The controllingPlayer parameter specifies which player to read input for.
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@ -501,7 +500,6 @@ namespace GameStateManagement
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}
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}
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/// <summary>
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/// Helper for checking if a key was newly pressed during this update. The
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/// controllingPlayer parameter specifies which player to read input for.
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@ -552,7 +550,6 @@ namespace GameStateManagement
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}
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}
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/// <summary>
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/// Helper for checking if a button was newly pressed during this update.
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/// The controllingPlayer parameter specifies which player to read input for.
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