// Gets an instance of explosion instead of just the texture. This gives me more options and freedom, // aslong as the variables etc. are public in the class Explosion. public Vector2 getVisualCoords(Vector2 logicalCoords, Explosion explosion) { // (explosion.frameWidth / 2) and (explosion.frameHeight / 2) makes the explosion to be drawn from it's center, not the upper-left corner. float visualX = (logicalCoords.X * scaleX) - (explosion.frameWidth / 2); float visualY = (logicalCoords.Y * scaleY) - (explosion.frameHeight / 2); return new Vector2(visualX, visualY); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here explosionTexture = Content.Load<Texture2D>("explosion.png"); camera = new Camera(graphics.GraphicsDevice.Viewport); explosion = new Explosion(explosionTexture, camera); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); // TODO: Add your update logic here if (Keyboard.GetState().IsKeyDown(Keys.E)) { explosion = new Explosion(explosionTexture, camera); } base.Update(gameTime); }