public override void Update(GameTime gameTime) { changeDirection.Update(gameTime); changeState.Update(gameTime); sword.Update(gameTime); if (runningRight) { facingRight = true; } else { facingRight = false; } if (facingRight) { effect = SpriteEffects.None; } if (!facingRight) { effect = SpriteEffects.FlipHorizontally; } SelectingState(); AI(); if (Keyboard.GetState().IsKeyDown(Keys.P) && shuri == null) { System.Console.WriteLine("SHOOT!"); shuri = new Shuriken(rect.Center, player.Rect.Center); } if (shuri != null) { shuri.Update(gameTime); } }
private void UpdateCooldowns(GameTime gameTime) { levitating.Update(gameTime); firstAbility.Update(gameTime); secondAbility.Update(gameTime); falling.Update(gameTime); thirdAbility.Update(gameTime); }
public override void Update(GameTime gameTime) { levitating.Update(gameTime); firstAbility.Update(gameTime); secondAbility.Update(gameTime); falling.Update(gameTime); thirdAbility.Update(gameTime); second.Update(gameTime); }
public override void Update(GameTime gameTime) { input.Update(gameTime); if (gravity) { physics.Update(gameTime); } abilityManager.Update(gameTime); movementController.Update(gameTime); second.Update(gameTime); UpdateStats(gameTime); }