void OnTiltRight(object sender, GameEventArgs e) { float rotation = e.Speed / 300; top = Vector3.Transform(top, Matrix.CreateFromAxisAngle(front, rotation)); side = Vector3.Transform(side, Matrix.CreateFromAxisAngle(front, rotation)); transform *= Matrix.CreateFromAxisAngle(front, rotation); if (null != other) { other.ChangePosition(position, transform); } }
void OnFire(object source, GameEventArgs eventArgs) { (Game as Space).ShotManager.DoShot(new Info(position, front * 10, transform)); if (null != other) { other.Shot(position, front, transform); } }
void OnMoveFront(object sender, GameEventArgs e) { Go(front * 6); if (null != other) { other.ChangePosition(position, transform); } }
void OnMoveDown(object sender, GameEventArgs e) { screenPosition.Y -= delta; if (screenPosition.Y < 0) { screenPosition.Y += backgroundTexture.Height; } }
void OnTiltRight(object sender, GameEventArgs e) { rotation -= 0.01f; }
void OnTiltLeft(object sender, GameEventArgs e) { rotation += 0.01f; }
void OnMoveRight(object sender, GameEventArgs e) { screenPosition.X -= delta; if (screenPosition.X < 0) { screenPosition.X += backgroundTexture.Width; } }
void OnMoveLeft(object sender, GameEventArgs e) { screenPosition.X += delta; if (screenPosition.X >= backgroundTexture.Width) { screenPosition.X -= backgroundTexture.Width; } }