public static void InGameUpdate() { Game1.mapLive.Update(); Game1.PlayerInstance.Update(MouseInput.MouseRealPosGame()); Camera2DGame.Update(); UIPlayer.Update(); Game1.PlayerInstance.UpdateWeapons(MouseInput.MouseRealPosGame()); }
public void HowILookCalc(Player player) { if (MouseInput.MouseRealPosGame().X > player.Boundary.Origin.X) { FacingCab = mechFacingCabin.right; } if (MouseInput.MouseRealPosGame().X < player.Boundary.Origin.X) { FacingCab = mechFacingCabin.left; } if (player.Resolver.TouchBottom || player.Resolver.InWater || player.Resolver.TouchTopMovable) { WalkingVisible = true; RotLeg += Game1.Delta / 25 * player.Velocity.X; WalkSin += Game1.Delta / 25 * player.Velocity.X; if (Math.Abs(player.Velocity.X - player.Resolver.VelocityReceived.X) < 0.05f) { WalkingVisible = false; } } else { WalkingVisible = false; } if (player.Velocity.X > 0) { FacingLegs = mechFacingLegs.right; } if (player.Velocity.X < 0) { FacingLegs = mechFacingLegs.left; } }
public static void InWorldUpdate() { Game1.PlayerWorldInstance.Update(MouseInput.MouseRealPosGame()); Camera2DWorld.Update(); Game1.mapLiveWorld.Update(); }