Beispiel #1
0
        public override void UpdateAnimate(GameTime mGameTime)
        {
            switch (STATUS)
            {
            case MyStatus.ACTIVE:
                if (TIME.StopWatch(100, mGameTime))
                {
                    CURRENTFRAME = (CURRENTFRAME + 1) % 3;
                }
                break;

            case MyStatus.SHOT:
                CURRENTFRAME = 0;
                break;

            case MyStatus.HURT:
                CURRENTFRAME = 2;
                PERCENT      = Rdn.Next(0, 255);
                break;

            case MyStatus.BEFORE_DEATH1:
                CURRENTFRAME = 2;
                PERCENT      = Rdn.Next(0, 255);
                scale        = new Vector2((float)Rdn.Next(3, 6) / 3, (float)Rdn.Next(3, 6) / 3);
                break;
            }
        }
Beispiel #2
0
 public override void UpdateAnimate(GameTime mGameTime)
 {
     if (TIME.StopWatch(300, mGameTime))
     {
         CURRENTFRAME = (++CURRENTFRAME) % 3;
     }
 }
Beispiel #3
0
 virtual public void UpdateAnimation(GameTime gameTime)
 {
     if (TIME.StopWatch(100, gameTime))
     {
         m_CurFrame++;
         if (m_CurFrame > m_EndFrame)
         {
             m_CurFrame = m_StartFrame;
         }
     }
 }
 public override void UpdateAnimate(GameTime mGameTime)
 {
     switch (STATUS)
     {
     case MyStatus.RUN:
     case MyStatus.ACTIVE:
         if (TIME.StopWatch(100, mGameTime))
         {
             CURRENTFRAME = 0;
         }
         break;
     }
 }
Beispiel #5
0
 public override void UpdateAnimate(GameTime mGameTime)
 {
     switch (STATUS)
     {
     case MyStatus.ACTIVE:
         if (TIME.StopWatch(100, mGameTime))
         {
             CURRENTFRAME = (CURRENTFRAME + 1) % 3;
         }
         break;
         //case MyStatus.BEFORE_DEATH1:
         //    CURRENTFRAME = 2;
         //    break;
     }
 }
Beispiel #6
0
        public override void UpdateAnimate(GameTime mGameTime)
        {
            switch (STATUS)
            {
            case MyStatus.ACTIVE:
                if (mGameTime.TotalGameTime.TotalMilliseconds % 600 < 100)
                {
                    CURRENTFRAME = 0;
                }
                else
                if (mGameTime.TotalGameTime.TotalMilliseconds % 600 < 200)
                {
                    CURRENTFRAME = 1;
                }
                else
                if (mGameTime.TotalGameTime.TotalMilliseconds % 600 < 300)
                {
                    CURRENTFRAME = 2;
                }
                else
                if (mGameTime.TotalGameTime.TotalMilliseconds % 600 < 400)
                {
                    CURRENTFRAME = 3;
                }
                else
                if (mGameTime.TotalGameTime.TotalMilliseconds % 600 < 500)
                {
                    CURRENTFRAME = 4;
                }
                else
                {
                    CURRENTFRAME = 5;
                }
                break;

            case MyStatus.START:
                break;

            case MyStatus.BEFORE_DEATH1:
                if (TIME.StopWatch(100, mGameTime))
                {
                    //CURRENTFRAME = (CURRENTFRAME + 1) % 6;
                    CURRENTFRAME = (CURRENTFRAME - 2) % 4 + 3;
                }
                rota += mGameTime.ElapsedGameTime.Milliseconds;
                break;
            }
        }
Beispiel #7
0
        public override void UpdateAnimate(GameTime mGameTime)
        {
            switch (STATUS)
            {
            case MyStatus.ACTIVE:
                SIZE = new Vector3(26, 26, 0);
                if (TIME.StopWatch(100, mGameTime))
                {
                    CURRENTFRAME = (CURRENTFRAME + 1) % 4;
                }
                break;

            case MyStatus.BEFORE_DEATH1:
                SIZE         = new Vector3(34, 34, 0);
                CURRENTFRAME = (CURRENTFRAME - 3) % 6 + 4;
                break;
            }
        }
Beispiel #8
0
        public override void UpdateAnimate(GameTime mGameTime)
        {
            switch (STATUS)
            {
            case MyStatus.ACTIVE:
                if (TIME.StopWatch(100, mGameTime))
                {
                    CURRENTFRAME = (CURRENTFRAME + 1) % 2;
                }
                break;

            case MyStatus.BEFORE_DEATH1:
            case MyStatus.STATIC:
                CURRENTFRAME = 3;
                break;

            case MyStatus.RUN:
                if (TIME.StopWatch(100, mGameTime))
                {
                    CURRENTFRAME = Math.Abs((CURRENTFRAME - 1) % 3) + 2;
                }
                break;
            }
        }
Beispiel #9
0
        public override void UpdateAnimate(GameTime mGameTime)
        {
            switch (STATUS)
            {
            //case MyStatus.UP:
            //case MyStatus.DOWN:
            case MyStatus.WIN:
            case MyStatus.CHANGE:
            case MyStatus.INVI:
            case MyStatus.ACTIVE:
                if (VELOC.X != 0)
                {
                    if (ACCEL.X * VELOC.X < 0)
                    {
                        CURRENTFRAME = 4;
                    }
                    else
                    {
                        if (TIME.StopWatch(100, mGameTime))
                        {
                            CURRENTFRAME = (CURRENTFRAME + 1) % 3;
                        }
                    }
                }
                else
                {
                    CURRENTFRAME = 0;
                }
                if (VELOC.Y != 0)
                {
                    CURRENTFRAME = 3;
                }
                if (dri * VELOC.X < 0)
                {
                    dri *= -1;
                }
                if (STATUS == MyStatus.INVI || STATUS == MyStatus.CHANGE)
                {
                    PERCENT = ((Game1)Game).rnd.Next(0, 255);
                }
                //if (STATUS == MyStatus.UP || STATUS == MyStatus.DOWN)
                //{
                //    scale = new Vector2((float)((Game1)Game).rnd.Next(3, 6) / 3, (float)((Game1)Game).rnd.Next(3, 6) / 3);
                //    PERCENT = ((Game1)Game).rnd.Next(0, 255);
                //}
                break;

            case MyStatus.SHOT:
                CURRENTFRAME = 2;
                break;

            case MyStatus.BEFORE_DEATH1:
                CURRENTFRAME = 5;
                break;

            case MyStatus.UP:
            case MyStatus.DOWN:
                CURRENTFRAME = 0;
                scale        = new Vector2((float)((Game1)Game).rnd.Next(3, 6) / 3, (float)((Game1)Game).rnd.Next(3, 6) / 3);
                PERCENT      = ((Game1)Game).rnd.Next(0, 255);
                break;
            }
        }