public override void Update(GameTime gameTime) { particleEffect.Position = new Vector2(StateManager.Input.MouseX, StateManager.Input.MouseY); if (StateManager.Input.IsMouseButtonHeld(SmithNgine.Input.MouseButton.Right)) { particleEffect.Generate(10); } // Just to test that rotation really works with atlas sprite atlasSprite.Rotation += 0.02f; atlasSprite.Rotation = MathHelper.WrapAngle(atlasSprite.Rotation); particleSystem.Update(gameTime); base.Update(gameTime); }