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#726795
testBall.XVelocity = (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.X)*10;
testBall.YVelocity = (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.Y) * 10;
FlatRedBall.Math.Geometry.Point[] pointArray;
pointArray = new FlatRedBall.Math.Geometry.Point[5];
float rightY = Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).ThumbSticks.Right.Y;
float rightX = Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).ThumbSticks.Right.X;
pointArray[0] = new FlatRedBall.Math.Geometry.Point(0, 1);
if (20 * ((Math.Abs(rightX)) + Math.Abs(rightY)) / 2 < 10)
{
pointArray[1] = new FlatRedBall.Math.Geometry.Point(20 * ((Math.Abs(rightX)) + Math.Abs(rightY)) / 2, 1);
pointArray[2] = new FlatRedBall.Math.Geometry.Point(20 * ((Math.Abs(rightX)) + Math.Abs(rightY)) / 2, -1);
}
else
{
pointArray[1] = new FlatRedBall.Math.Geometry.Point(10, 1);
pointArray[2] = new FlatRedBall.Math.Geometry.Point(10, -1);
}
pointArray[3] = new FlatRedBall.Math.Geometry.Point(0, -1);
pointArray[4] = pointArray[0];
beamPoly.Points = pointArray;
if (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).ThumbSticks.Right.X > 0)
beamPoly.RelativeRotationZ = rightY * (float)Math.PI / 2;
else
beamPoly.RelativeRotationZ = -1*(rightY * (float)Math.PI / 2)+(float)Math.PI;