Beispiel #1
0
        public void Update(IPlayer player, IGameTime gameTime)
        {
            _thrusterSprite.Update(gameTime);

            //ToDo Possibly move into physics components as setting up bounds
            player.Size   = _playerShipSprite.Size;
            player.Origin = _playerShipSprite.Origin;
        }
Beispiel #2
0
 public void Update(GameTime gameTime)
 {
     game.level.Update(gameTime);
     logoTimer--;
     if (logoTimer <= 0)
     {
         setLogo = true;
         logo.Update(gameTime);
     }
     game.keyboardController.Update();
     menu.Update();
 }
 public void Update(Enemy enemy, GameTime gameTime)
 {
     enemy.position.Y++;
     enemy.physState.Update(enemy, gameTime);
     sprite.Update(gameTime);
     if (enemy.left)
     {
         enemy.GoLeft();
     }
     else
     {
         enemy.GoRight();
     }
 }
Beispiel #4
0
 public void Update(GameTime gameTime, Block block)
 {
     sprite.Update(gameTime);
     if (bumpAnimTimer > 0)
     {
         bumpAnimTimer--;
     }
     else if (isBumped && bumpAnimTimer <= 0)
     {
         bumpAnimTimer     = 0;
         block.position.Y += 2;
         isBumped          = false;
     }
 }
Beispiel #5
0
 public void Update(GameTime gameTime)
 {
     sprite.Update(gameTime);
     if (fireballLifespan != 0)
     {
         fireballLifespan--;
         if (left)
         {
             GoLeft();
         }
         else
         {
             GoRight();
         }
     }
     position.Y++;
 }
Beispiel #6
0
 public void Update(GameTime gameTime)
 {
     sprite.Update(gameTime);
     if (throwingStarLifespan != 0)
     {
         throwingStarLifespan--;
         if (left)
         {
             GoLeft();
         }
         else
         {
             GoRight();
         }
     }
     if (throwingStarLifespan < gravityTime)
     {
         position.Y += 0.2f;
     }
 }
Beispiel #7
0
        public static void Draw(SpriteBatch sb, String levelname)
        {
            if (COINS[currentPlayer] >= 100)
            {
                LIVES[currentPlayer]++;
                COINS[currentPlayer] = 0;
                SoundPanel.PlaySoundEffect(Sound.powerup1upEffect);
            }

            miniCoin.Update();
            miniCoin.Draw(sb, 90, 21);

            if (glowCount % 10 == 0)
            {
                glowFrame++;

                if (glowFrame == 6)
                {
                    glowFrame = 0;
                }
            }
            glowCount++;

            String timer = (TIME < 0 ? 0 : TIME).ToString("D3"), points = SCORE[currentPlayer].ToString("D6"), coin = HotDAMN.TEXT_X + COINS[currentPlayer].ToString("D2");

            sb.DrawString(Textures.font, playerName[currentPlayer], new Vector2(25, 5), Color.White);
            sb.DrawString(Textures.font, points, new Vector2(25, 16), Color.White);

            sb.DrawString(Textures.font, coin, new Vector2(100, 16), Color.White);

            sb.DrawString(Textures.font, world, new Vector2(140, 5), Color.White);
            sb.DrawString(Textures.font, levelname.Replace('0', ' '), new Vector2(155, 16), Color.White);

            sb.DrawString(Textures.font, time, new Vector2(210, 5), Color.White);
            sb.DrawString(Textures.font, timer, new Vector2(215, 16), Color.White);
        }
 public void Update(GameTime gameTime)
 {
     sprite.Update(gameTime);
 }
Beispiel #9
0
 public void Update(GameTime gameTime, Block block)
 {
     sprite.Update(gameTime);
 }
Beispiel #10
0
 public void Update(Enemy enemy, GameTime gameTime)
 {
     sprite.Update(gameTime);
 }