public void Update() { counter++; positionChange.Y -= 2; Location = positionChange; obj.Update(); }
public void Update() { if (elapsedTime > MAXTIME) { this.IsVisible = false; elapsedTime = 0; } else { accCount++; if (accCount == ACCELARATION_DELAY) { if (yChange < MAX_FALL) { yChange *= (-1); } } if (isShotRight) { currentPositionFireBall.X += xChange; currentPositionFireBall.Y += yChange; } else { currentPositionFireBall.X -= xChange; currentPositionFireBall.Y += yChange; } elapsedTime++; } Position = new Rectangle((int)currentPositionFireBall.X, (int)currentPositionFireBall.Y, Width, Height); obj.Update(); }
public void Update() { Location += posChange; posChange.X = 0; posChange.Y = 0; Location += move; accCount++; if (accCount == ACCELARATION_DELAY) //this is not worked out correctly { if (upCount < MAX_COUNT) { this.TurnY(); upCount = 0; } } Position = new Rectangle((int)Location.X, (int)Location.Y, Width, Height); obj.Update(); }
public void Update() { character.Update(); }
public void Update() { obj.Update(); }
public void Update(GameTime gt) { flag.Update(falling); }