diff --git a/axios/Axios_WP7.csproj b/axios/Axios_WP7.csproj
index 9df37ff..eab21c4 100644
--- a/axios/Axios_WP7.csproj
+++ b/axios/Axios_WP7.csproj
@@ -169,6 +169,7 @@
+
diff --git a/axios/Axios_Windows.csproj b/axios/Axios_Windows.csproj
index 8d24a3f..3220790 100644
--- a/axios/Axios_Windows.csproj
+++ b/axios/Axios_Windows.csproj
@@ -212,6 +212,7 @@
+
diff --git a/axios/Axios_Xbox_360.csproj b/axios/Axios_Xbox_360.csproj
index 33ed00a..13b1156 100644
--- a/axios/Axios_Xbox_360.csproj
+++ b/axios/Axios_Xbox_360.csproj
@@ -162,6 +162,7 @@
+
diff --git a/axios/Axios_settings.cs b/axios/Axios_settings.cs
index e757991..358fa28 100644
--- a/axios/Axios_settings.cs
+++ b/axios/Axios_settings.cs
@@ -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
*
*
*/
diff --git a/axios/Engine/DrawableAxiosGameObject.cs b/axios/Engine/DrawableAxiosGameObject.cs
index c2c7e31..cdfc706 100644
--- a/axios/Engine/DrawableAxiosGameObject.cs
+++ b/axios/Engine/DrawableAxiosGameObject.cs
@@ -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();
}
diff --git a/axios/Engine/Extensions/Contact.cs b/axios/Engine/Extensions/Contact.cs
index 7885c00..7e32fef 100644
--- a/axios/Engine/Extensions/Contact.cs
+++ b/axios/Engine/Extensions/Contact.cs
@@ -46,8 +46,6 @@ namespace Axios.Engine.Extensions
}
-
-
return direction;
}
}
diff --git a/axios/ScreenSystem/InputState.cs b/axios/ScreenSystem/InputState.cs
index 1ca51d7..5ad4586 100644
--- a/axios/ScreenSystem/InputState.cs
+++ b/axios/ScreenSystem/InputState.cs
@@ -473,7 +473,6 @@ namespace GameStateManagement
}
}
-
///
/// 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
}
}
-
///
/// 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
}
}
-
///
/// Helper for checking if a button was newly pressed during this update.
/// The controllingPlayer parameter specifies which player to read input for.