2 Commits

  1. 6
      Shared/SneakGame.cs
  2. 3
      Shared/SpiderWorld.cs

6
Shared/SneakGame.cs

@ -1,7 +1,7 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Input;
using MonoGame.Framework.Utilities;
// using MonoGame.Framework.Utilities;
using System; using System;
namespace SemiColinGames { namespace SemiColinGames {
@ -25,8 +25,8 @@ namespace SemiColinGames {
IWorld world; IWorld world;
public SneakGame() { public SneakGame() {
Debug.WriteLine("MonoGame platform: " + PlatformInfo.MonoGamePlatform +
" w/ graphics backend: " + PlatformInfo.GraphicsBackend);
// Debug.WriteLine("MonoGame platform: " + PlatformInfo.MonoGamePlatform +
// " w/ graphics backend: " + PlatformInfo.GraphicsBackend);
graphics = new GraphicsDeviceManager(this) { graphics = new GraphicsDeviceManager(this) {
SynchronizeWithVerticalRetrace = true, SynchronizeWithVerticalRetrace = true,
GraphicsProfile = GraphicsProfile.HiDef GraphicsProfile = GraphicsProfile.HiDef

3
Shared/SpiderWorld.cs

@ -23,7 +23,8 @@ namespace SemiColinGames {
public void Update(float modelTime, History<Input> input) { public void Update(float modelTime, History<Input> input) {
radius += 150 * modelTime * input[0].Motion.Y; radius += 150 * modelTime * input[0].Motion.Y;
radius = Math.Clamp(radius, 50, 200);
radius = Math.Min(radius, 200);
radius = Math.Max(radius, 50);
float angleChange = modelTime * momentum / radius; float angleChange = modelTime * momentum / radius;
angle += angleChange; angle += angleChange;
float x = anchor.X + radius * (float) Math.Sin(angle); float x = anchor.X + radius * (float) Math.Sin(angle);

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