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Wow, didn't realize that. Any particular reason for the differences?
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Taking his method, it is actually:
Vector2 position = new Vector2(magnitude * (float)Math.Cos(angle), magnitude * (float)Math.Sin(angle));
Cosine will give you your X value and sine will give Y value.
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Make sure the Guid for the Xbox 360 Project and the Guid for the PC project match up. Look inside of the AssemblyInfo.cs file under properties to find the Guid.
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Also, if you would like a custom mouse cursor you can do something to the effect of the following:
Vector2 mousePosition = Vector2.Zero;
//In Update
mousePosition.X = Mouse.GetState().X;
...
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Yeah, what's funny is that it looks like he speaks decent English. He must have been tired when he submitted this thread.
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This may be extremely obvious to you, however, I thought I would make sure you knew everything angle related in XNA is in radians.
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No offense intended but most people on the forums here will tell you that if you have to ask that question you shouldn't bother making an online RPG.
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Well I inserted a frame rate component, I have a solid 60 fps with all of my visual stuff going on. I disabled vsync, I'm not sure if that was supposed to alleviate the problem or that it was supposed to verify something else but while it seemed to not happen as often, I still can cause the problem at 60 fps. I just did a test, and I was not ...
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We have tried many variations, including the one you show, of checking states and apparently it is taking longer than one frame to do these "micro presses". I only wish it were that simple of a solution, this has been driving us crazy.
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Hey, alot easier way to manage a 2D camera is to use this component. http://wmrebels.mbcyouth.net/2dCamera.zip Just change the namespace in the 2d Camera file and do the following.
Add this along with your other variables:
Camera2D camera;
Put this in your constructor or load content method:
camera = new ...