private void RandomLines() { Lines.Clear(); for (var i = 0; i < Lines.MaxSize / 10; i++) { Lines.AddLine(new Vector2(UnityEngine.Random.value - 0.5f, UnityEngine.Random.value - 0.5f), new Vector2(UnityEngine.Random.value - 0.5f, UnityEngine.Random.value - 0.5f)); } Lines.UpdateShader(); }
protected override void Update(GameTime gameTime) { lines.Clear(); Vector2 mpos = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); Vector2 wpos = this.World.Camera2D.ConvertScreenToWorld(mpos); lines.AddLine(wpos, Vector2.Zero); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (mousepressed) { lines.isEnabled = true; lines.Clear(); Vector2 mpos = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); Vector2 wpos = this.World.Camera2D.ConvertScreenToWorld(mpos); lines.AddLine(wpos, ball.PhysicObject.Position); } base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (mousepressed) { lines.isEnabled = true; lines.Clear(); Vector2 mpos = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); Vector2 wpos = this.World.Camera2D.ConvertScreenToWorld(mpos); lines.AddLine(wpos, ball.PhysicObject.Position); } ///handle camera movements =P Vector2 camMove = Vector2.Zero; KeyboardState KeyboardState = Keyboard.GetState(); if (KeyboardState.IsKeyDown(Keys.Up)) { camMove.Y -= 10f * (float)gameTime.ElapsedGameTime.TotalSeconds; } if (KeyboardState.IsKeyDown(Keys.Down)) { camMove.Y += 10f * (float)gameTime.ElapsedGameTime.TotalSeconds; } if (KeyboardState.IsKeyDown(Keys.Left)) { camMove.X -= 10f * (float)gameTime.ElapsedGameTime.TotalSeconds; } if (KeyboardState.IsKeyDown(Keys.Right)) { camMove.X += 10f * (float)gameTime.ElapsedGameTime.TotalSeconds; } if (KeyboardState.IsKeyDown(Keys.PageUp)) { this.World.Camera2D.Zoom += 5f * (float)gameTime.ElapsedGameTime.TotalSeconds * this.World.Camera2D.Zoom / 20f; } if (KeyboardState.IsKeyDown(Keys.PageDown)) { this.World.Camera2D.Zoom -= 5f * (float)gameTime.ElapsedGameTime.TotalSeconds * this.World.Camera2D.Zoom / 20f; } if (camMove != Vector2.Zero) { this.World.Camera2D.MoveCamera(camMove); } base.Update(gameTime); }
public virtual void Load(Vector2 StartingPoint, Vector2 EndingPoint, ContentManager Content) { this._endingPoint = EndingPoint; this._startingPoint = StartingPoint; this._oldLocation = StartingPoint; this._location = StartingPoint; //the direction of missile _Direction = Vector2.Normalize(_endingPoint - _startingPoint) * _velocity; //_arrivalTime = (Vector2.Distance(_startingPoint, _endingPoint) / _velocity); _arrivialTime.Interval = new TimeSpan(0, 0, 0, 0, (int)((Vector2.Distance(_startingPoint, _endingPoint) / _velocity) * 16)); _arrivialTime.Tick += new EventHandler(missileArrived); _arrivialTime.Start(); //adds a starting line Lines.AddLine(this._oldLocation, _location); //sets up a timer to tell when a missile will put down a line _timeBetweenLines.Interval = new TimeSpan(0, 0, 0, 0, 200); _timeBetweenLines.Tick += new EventHandler(_TimeBetweenLineDraw); _timeBetweenLines.Start(); }
public void DrawLine(Vector3 a, Vector3 b) { currentLines.AddLine(a, b); }
public virtual void Update() { _location += _Direction; Lines.AddLine(_location, _Direction + _location); }
//puts down a line on the map void _TimeBetweenLineDraw(object sender, EventArgs e) { Lines.AddLine(_oldLocation, _location); _oldLocation = _location; }