public void Update(InputObject ship, Viewport viewPort, GameTime time, Camera camera) { RegisterHitBox(); mouse = Mouse.GetState(); Position = new Vector2(mouse.X + ship.Position.X - (viewPort.Width / 2), mouse.Y + ship.Position.Y - (viewPort.Height / 2 )); Rotation += time.ElapsedGameTime.Milliseconds / 110f; AnimateSprite(time, 0); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: Add your initialization logic here mouse = new GameMouse(Content, "Art/mice", new Vector2(3,1)); camera = new Camera(); debug = new Debug(Content, spriteBatch, 0, 0); ship = new InputObject(Content, "Art/spaceShip", new Vector2(0, 0), new Vector2(0, 0), 6.0f, 30); backGround = new Background(Content, graphics, "Art/space"); asteroid = new List<Asteroid>(); blasters = new List<Blasters>(); base.Initialize(); }