Example #1
0
 // The Ship parameter should be changed to a general sprite which may involve changing the entire ship class into a class
 // but right now I'm not sure how it would be differentiated between which type of movement the sprite would get
 public void Update(GameTime gameTime, Ship ship)
 {
     // This is the top left corner of the view port I believe
     center = new Vector2(ship.position.X + (ship.rectangle.Width / 2) - GlobalClass.ScreenWidth / 2,
                          ship.position.Y + (ship.rectangle.Height / 2) - GlobalClass.ScreenHeight / 2);
     // No idea what this does
     transform = Matrix.CreateScale(new Vector3(1, 1, 0)) *
         Matrix.CreateTranslation(new Vector3(-center.X, -center.Y, 0));
 }
Example #2
0
        protected override void Initialize()
        {
            //Initialize the variable in GlobalClass
            GlobalClass.ScreenWidth = graphics.GraphicsDevice.Viewport.Width;
            GlobalClass.ScreenHeight = graphics.GraphicsDevice.Viewport.Height;

            //Initialize the player
            player = new Animation(Content.Load<Texture2D>(@"Textures/ExportSmallCharacter1"), new Vector2(0, 65), 65, 125);

            //Initialize the ship
            ship = new Ship(Content.Load<Texture2D>(@"Textures/Ship"), new Vector2(GlobalClass.ScreenWidth / 2, GlobalClass.ScreenHeight / 2));
            ship.BulletTexture(Content.Load<Texture2D>(@"Textures/Bullet"));

            //Initialize the camera
            camera = new Camera(GraphicsDevice.Viewport);

            //Initialize the background
            backgroundTexture = Content.Load<Texture2D>(@"Textures/StarBackground");
            backgroundPosition = new Vector2(0, 0);

            // Make sure the mouse is visible
            IsMouseVisible = true;

            base.Initialize();
        }