Camera speed dependent on time
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@@ -25,22 +25,24 @@ namespace DepthsBelow
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Zoom = 1.0f;
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Zoom = 1.0f;
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Rotation = 0.0f;
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Rotation = 0.0f;
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Position = Vector2.Zero;
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Position = Vector2.Zero;
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Speed = 5;
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Speed = 300;
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}
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}
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public void Update(GameTime gameTime)
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public void Update(GameTime gameTime)
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{
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{
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float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
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MouseState ms = Mouse.GetState();
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MouseState ms = Mouse.GetState();
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if (ms.X < 20)
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if (ms.X < 20)
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Position.X -= Speed;
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Position.X -= Speed * elapsed;
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if (ms.X > core.GraphicsDevice.Viewport.Width - 20)
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if (ms.X > core.GraphicsDevice.Viewport.Width - 20)
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Position.X += Speed;
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Position.X += Speed * elapsed;
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if (ms.Y < 20)
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if (ms.Y < 20)
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Position.Y -= Speed;
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Position.Y -= Speed * elapsed;
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if (ms.Y > core.GraphicsDevice.Viewport.Height - 20)
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if (ms.Y > core.GraphicsDevice.Viewport.Height - 20)
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Position.Y += Speed;
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Position.Y += Speed * elapsed;
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Transform =
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Transform =
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Matrix.CreateTranslation(new Vector3(-Position.X, -Position.Y, 0))
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Matrix.CreateTranslation(new Vector3(-Position.X, -Position.Y, 0))
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@@ -32,6 +32,10 @@ namespace DepthsBelow
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graphics.PreferredBackBufferHeight = 720;
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graphics.PreferredBackBufferHeight = 720;
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graphics.IsFullScreen = false;
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graphics.IsFullScreen = false;
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graphics.SynchronizeWithVerticalRetrace = false;
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this.IsFixedTimeStep = false;
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graphics.ApplyChanges();
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this.IsMouseVisible = true;
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this.IsMouseVisible = true;
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}
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}
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