public static void Reset() { mainPlayer = null; map = null; players.Clear(); projectiles.Clear(); }
public void Update(DeviceState state, DeviceState prevState, MainPlayer mainPlayer) { if (Options.Config.Bindings[GameAction.TogglePlayersPanel].IsControlPressed(state, prevState)) { overlayActive = !overlayActive; togglePlayersPanel(); } }
public void drawAimLines(SpriteBatch spriteBatch, MainPlayer mainPlayer, Camera cam) { AccuracyAngle aimAccuracyAngle = mainPlayer.getAimAccuracyAngle(); Vector2[] leftLine = new Vector2[2]; Vector2[] rightLine = new Vector2[2]; leftLine[0] = cam.getViewportCenter() + Player.getDirectionVector(Direction.Forward, aimAccuracyAngle.left, 100); leftLine[1] = cam.getViewportCenter() + Player.getDirectionVector(Direction.Forward, aimAccuracyAngle.left, 120); rightLine[0] = cam.getViewportCenter() + Player.getDirectionVector(Direction.Forward, aimAccuracyAngle.right, 100); rightLine[1] = cam.getViewportCenter() + Player.getDirectionVector(Direction.Forward, aimAccuracyAngle.right, 120); DrawLine(spriteBatch, Resources.Pixel, leftLine[0], leftLine[1], Color.Yellow, 1); DrawLine(spriteBatch, Resources.Pixel, rightLine[0], rightLine[1], Color.Yellow, 1); }
public void Draw(SpriteBatch spriteBatch, GraphicsDevice graphicsDevice, MainPlayer mainPlayer, Camera cam) { //Cursor & AimLines drawAimLines(spriteBatch, mainPlayer, cam); }