Public feed #726795

Something

public text v1 · immutable
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·published 2007-10-05 14:28 UTC
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            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;