/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); spark = Content.Load<Texture2D>("spark.png"); camera.ScaleEverything(graphics.GraphicsDevice.Viewport); splittersystem = new SplitterSystem(spark); // TODO: use this.Content to load your game content here }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); // convert form double to float // TODO: Add your update logic here // updatera tiden från update if(Keyboard.GetState().IsKeyDown(Keys.Space)) { float elapsedTimeSeconds = (float)gameTime.ElapsedGameTime.TotalSeconds; time += elapsedTimeSeconds; if (time >= 3) { //splittersystem = new SplitterSystem(spark); time = 0; } if(Keyboard.GetState().IsKeyDown(Keys.Space)) { splittersystem = new SplitterSystem(spark); // complementing * forgot to put a manual explosion } } //foreach (SplitterParticle splitter in splittersystem.particles) //{ // splittersystem.Update((float)gameTime.ElapsedGameTime.TotalSeconds); //} base.Update(gameTime); }