public override void Update(UpdateState state) { switch (fightState) { case FightState.starting: if(fadeTime == 1f) fightWorld.Update(state); fadeTime -= state.elapsedTime; activeBox.texture.filter = Color.Lerp(Color.White, Color.Transparent, fadeTime); if (fadeTime <= 0f) fightState = FightState.fighting; break; case FightState.fighting: fightWorld.Update(state); fightTime += state.elapsedTime; if (fightTime >= 30f) { fightTime = 0f; EndFight(); } break; } }
public override void Update(UpdateState state) { if (anchor != null) { camera.position += (anchor.position - camera.position) * 3f * state.elapsedTime; this.position = camera.position; } }
public override void Update(UpdateState state) { if (textureLoaded) { texture.period = land.waterWavesTimePeriod; texture.Phase = land.waterWavesPhase; } base.Update(state); }
public override void Update(UpdateState state) { lock (textureContentLock) { if (textureContent != null) { assetTexture.setContent(textureContent); textureContent = null; } } }
public override void Update(UpdateState state) { KeyboardState keybState = Keyboard.GetState(); ActionKeyType keyType; int keybLength = Enum.GetValues(typeof(ActionKeyType)).Length; for (int i = 0; i < keybLength; i++) { keyType = (ActionKeyType)i; keyboard.keyboard[keyType].Update(state.elapsedTime, keybState.IsKeyDown(keyMapping[keyType])); } base.Update(state); }
public virtual void Update(GameTime time, int GlobalUpdateID) { bool update = false; updatesPassed++; timeElapsedSinceLastUpdate = time.ElapsedGameTime.Milliseconds; switch (frequency) { case UpdateFrequency.One: update = true; break; case UpdateFrequency.OneHalf: if (updatesPassed % 2 == 0) update = true; break; case UpdateFrequency.OneQuarter: if (updatesPassed % 4 == 0) update = true; break; case UpdateFrequency.OneEigth: if (updatesPassed % 8 == 0) update = true; break; case UpdateFrequency.OneSixteenth: if (updatesPassed % 16 == 0) update = true; break; } if (update) { currentUpdateID++; UpdateState state = new UpdateState(((float)timeElapsedSinceLastUpdate)/1000f, GlobalUpdateID, currentUpdateID, this); updatedObject.Update(state); updatesPassed = 0; timeElapsedSinceLastUpdate = 0; } }
public virtual void Update(UpdateState state) { for (int i = 0; i < objectList.Count; i++) { objectList[i].Update(state); } //Remove objects awaiting removal while (objectRemoveList.Count != 0) { objectList.Remove(objectRemoveList[0]); objectRemoveList.RemoveAt(0); } //Add adicional objects while (objectAddList.Count != 0) { objectList.Add(objectAddList[0]); objectAddList.RemoveAt(0); } }
public override void Update(UpdateState state) { if (loadingLand.isBeingLoaded()) { dots++; int dotNumber = (dots / 40) % 4; switch (dotNumber) { case 0: statusText.text = loadingLand.checkLoadStatus() + ""; break; case 1: statusText.text = " " + loadingLand.checkLoadStatus() + "."; break; case 2: statusText.text = " " + loadingLand.checkLoadStatus() + ".."; break; case 3: statusText.text = " " + loadingLand.checkLoadStatus() + "..."; break; } barTime += state.elapsedTime; statusBar.position.X = 120f * (float)Math.Sin(barTime*Math.PI); } else if(loadingLand.isLoaded()) { fade -= state.elapsedTime; if (fade < 0f) fade = 0f; statusText.text = "Loaded"; statusText.filter = Color.Lerp(Color.Transparent, Color.White, fade); statusBar.filter = Color.Lerp(Color.Transparent, Color.White, fade); if (fade == 0f) destroy(); } }
public override void Update(UpdateState state) { if (running) { currentTime += state.elapsedTime; float animationFactor = currentTime / lifetime; if (animationFactor > 1f) { animationFactor = 1f; ended = true; running = false; } if (interpolPosition) { target.position = originalPosition * (1f - animationFactor) + destinationPosition * animationFactor; } if (interpolRotation) { target.rotation = originalRotation * (1f - animationFactor) + destinationRotation * animationFactor; } if (interpolSize) { ((Resizable)target).setSize(originalSize * (1f - animationFactor) + destinationSize * animationFactor); } } else { if (ended) { destroy(); } } }
public static void checkIfRepeats(UpdateState state) { bool a; if (state.GlobalUpdateID != repID) repID = state.GlobalUpdateID; else a = true; }
public override void Update(UpdateState state) { texture.Phase += state.elapsedTime; base.Update(state); }
public override void Update(UpdateState state) { }
public virtual void Update(UpdateState state) { this.position += velocity; this.rotation += rotationSpeed; }
public override void Update(UpdateState state) { this.position = anchor.position; Dummy.filter = Color.Lerp(Dummy.filter, Color.Transparent, state.elapsedTime*3f); }
public override void Update(UpdateState state) { this.position = anchor.position; Dummy.filter = Color.Lerp(Dummy.filter, Color.Transparent, state.elapsedTime * 3f); }
public override void Update(UpdateState state) { oscilation += state.elapsedTime / 4f; drawTexture.position.X = (float)Math.Cos(oscilation) * 2f; shadowTexture.position = drawTexture.position - new Vector2(1f, -1f) * (radius / 2f + 1f) * 0.3f; }
public override void Update(UpdateState state) { }
public override void Update(UpdateState state) { if (movingForward) { movingSpeed += 0.05f; } if (movingBackward) { movingSpeed -= 0.05f; } if (movingSpeed > 0f) { if (movingSpeed > 1f) { movingSpeed = 1f; } position += forward * movingSpeed * state.elapsedTime * 200f; } else { if (movingSpeed < -1f) { movingSpeed = -1f; } position += forward * movingSpeed * state.elapsedTime * 100f; } if (!(movingForward || movingBackward)) { if (Math.Abs(movingSpeed) < 0.15f) { movingSpeed = 0f; } else { movingSpeed *= 0.9f; } } if (rotateLeft) { rotation -= state.elapsedTime * 4f; } if (rotateRight) { rotation += state.elapsedTime * 4f; } //Town Detection and Reaction townsInRadius = land.findObjectsInArea <Town>(position, 200f); if (townsInRadius.Count != 0) { guy.filter = Color.Cyan; } else { guy.filter = Color.White; } //MOB encountering //creaturesInRange = land.findObjectsInArea<LandCreature>(position, 200f); //for (int i = 0; i < creaturesInRange.Count; i++) //{ // if (creaturesInRange[i].mobProperties != null && creaturesInRange[i].mobProperties.encountering) // { // if ((creaturesInRange[i].position - position).Length() < creaturesInRange[i].mobProperties.encounterRadius + 30f) // { // guy.filter = Color.Red; // } // } //} }
public virtual void Update(UpdateState state) { this.position += velocity; this.rotation += rotationSpeed; }
public override void Update(UpdateState state) { if (movingForward) movingSpeed += 0.05f; if (movingBackward) movingSpeed -= 0.05f; if (movingSpeed > 0f) { if (movingSpeed > 1f) movingSpeed = 1f; position += forward * movingSpeed * state.elapsedTime * 200f; } else { if (movingSpeed < -1f) movingSpeed = -1f; position += forward * movingSpeed * state.elapsedTime * 100f; } if (!(movingForward || movingBackward)) if (Math.Abs(movingSpeed) < 0.15f) movingSpeed = 0f; else movingSpeed *= 0.9f; if (rotateLeft) rotation -= state.elapsedTime * 4f; if (rotateRight) rotation += state.elapsedTime * 4f; //Town Detection and Reaction townsInRadius = land.findObjectsInArea<Town>(position, 200f); if (townsInRadius.Count != 0) guy.filter = Color.Cyan; else guy.filter = Color.White; //MOB encountering //creaturesInRange = land.findObjectsInArea<LandCreature>(position, 200f); //for (int i = 0; i < creaturesInRange.Count; i++) //{ // if (creaturesInRange[i].mobProperties != null && creaturesInRange[i].mobProperties.encountering) // { // if ((creaturesInRange[i].position - position).Length() < creaturesInRange[i].mobProperties.encounterRadius + 30f) // { // guy.filter = Color.Red; // } // } //} }
public virtual void Update(UpdateState state) { for (int i = 0; i < controlables.Count; i++) controlables[i].Interact(keyboard); }
public override void Update(UpdateState state) { if (running) { currentTime += state.elapsedTime; float animationFactor = currentTime / lifetime; if (animationFactor > 1f) { animationFactor = 1f; ended = true; running = false; } if (interpolPosition) target.position = originalPosition * (1f - animationFactor) + destinationPosition * animationFactor; if (interpolRotation) target.rotation = originalRotation * (1f - animationFactor) + destinationRotation * animationFactor; if (interpolSize) ((Resizable)target).setSize(originalSize * (1f - animationFactor) + destinationSize * animationFactor); } else { if (ended) destroy(); } }
public override void Update(UpdateState state) { switch (this.state) { case LandManagerState.loading: if (land.isLoaded()) { if (minimapFinishLoadAnimation == null) { minimapLoopAnimation.destroy(); minimapLoopAnimation = null; Vector2 minimapPosition = UserInterfaceManager.getCurrentUpperLeftCorner() + new Vector2(100f, 100f); minimapFinishLoadAnimation = new Animation(world, minimap, minimapPosition, 0f, new Vector2(200f, 200f), 1.2f, Animation.InterpolationType.linear, true); } else if(minimapFinishLoadAnimation.isFinished()) { minimapFinishLoadAnimation.destroy(); minimapFinishLoadAnimation = null; loadPreviewer = null; Rectangle activeBoxArea = gameManager.getActiveBoxArea(); activeBox = new LandActiveBox(land, world, new Point(activeBoxArea.Width, activeBoxArea.Height)); landCamera = activeBox.camera; LandCameraControl control = new LandCameraControl(land, landCamera); HumanPlayer metaHuman = new HumanPlayer(land); LandHumanPlayer human = new LandHumanPlayer(land, metaHuman, gameManager); PlayerManager.getPlayer("player1").addControlable(human); control.setAnchor(human); land.addContentRequirer(human); land.addUpdateNode(human); activeBox.position = UserInterfaceManager.getUserInterfaceArea("activebox").getCenter(); this.state = LandManagerState.inland; } } break; case LandManagerState.inland: land.Update(state); break; } }
public override void Update(UpdateState state) { texture.Phase += state.elapsedTime; base.Update(state); }
public override void Update(UpdateState state) { if (running) { currentTime += state.elapsedTime; phase = initialPhase + (currentTime / looptime); switch (interpolationType) { case InterpolationType.linear: phase *= 2f; // clamp phase between 0 and 2 phase = phase - (((int)phase) / 2) * 2f; // invert if (phase > 1f) phase = 2f - phase; break; case InterpolationType.Trignometric: phase = 1f - ((float)Math.Cos(phase*Math.PI*2f) + 1f)/2f; break; } if (interpolPosition) target.position = originalPosition * (1f - phase) + destinationPosition * phase; if (interpolRotation) target.rotation = originalRotation * (1f - phase) + destinationRotation * phase; if (interpolSize) ((Resizable)target).setSize(originalSize * (1f - phase) + destinationSize * phase); } else { if (ended) destroy(); } }
public override void Update(UpdateState state) { oscilation += state.elapsedTime/4f; drawTexture.position.X = (float)Math.Cos(oscilation) * 2f; shadowTexture.position = drawTexture.position - new Vector2(1f, -1f)*(radius/2f + 1f)*0.3f; }