// Provides instructions on updating the map. public void Update(Surrounded game) { // Add lights. for (int i = 0; i < Lights.Count; ++i) { game.Lights.Add(this.Lights[i]); } // Update map name position. this.Name.Position = new Vector2f(game.GetView().Center.X - (game.GetView().Size.X / 2), game.GetView().Center.Y - (game.GetView().Size.Y / 2)); // Update player logic. this.Player.Update(game); }
// Called when the player needs to be updated. public void Update(Surrounded game) { // Handles input. HandleMovement(); HandleControl(); HandleStatus(); // Update listener direction and position. Listener.Direction = Directions.GetVectorFromDirection(this.Sprite.Direction); Listener.Position = new Vector3f(this.Position.X, this.Position.Y, 0); // Update the sprite. this.Sprite.Update(this.Position, this.Walking, this.Attacking, this.Dead); // Update the camera position. game.SetView(new View(this.Position, new Vector2f(640, 360))); // Add the aura. game.Lights.Add(new Light(this.Position, Color.Yellow, 1.0F)); }
new private void Start() { base.Start(); List <IOffensiveModifier> modifiers = new List <IOffensiveModifier> { new ArmorPierce(0.5f) }; Zeal zeal = new Zeal(0, _attack, 20, 0.03f); Surrounded surrounded = new Surrounded(150, this, zeal, (Targetable t) => t is Inquisitor); surrounded.ApplyOnTarget(this); _attack = new Attack(0f, 1.0f, this, 20, (Targetable attackable) => TargetingFunction.IsEnemy(this, attackable)) { Modifiers = modifiers }; Skills = new[] { _attack }; }