public void Update()
 {
     counter++;
     positionChange.Y -= 2;
     Location          = positionChange;
     obj.Update();
 }
Example #2
0
 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();
 }
Example #3
0
        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();
 }
Example #5
0
 public void Update()
 {
     obj.Update();
 }
Example #6
0
 public void Update(GameTime gt)
 {
     flag.Update(falling);
 }