+ * - 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

@@ -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;
}
}