public RemovePosition ( |
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pos | ||
return | void |
/// <summary> /// Show the character at bottom of screen when cursor hovers a characterThumb /// </summary> private void hoverCharacter(int playerIndex, int characterIndex) { //Get the character model CharacterStats chModel = characterModels[characterIndex]; //Get character pose by using index ImageController img = characterImages[characterIndex]; //Checks if player already has an entry for hovered character //Removes the hovered character if (characterHover.ContainsKey(playerIndex)) { img.RemovePosition(characterHover[playerIndex]); } //If not hovered character add playerIndex to dictionary else { characterHover.Add(playerIndex, null); } ImageModel model = img.AddPosition(playerIndex * 260, 720, playerIndex); model.Id = characterIndex; img.AnimatePos(model, playerIndex * 260, 450, 300); characterHover[playerIndex] = model; //characterThumbs[index].Scale = 1.05f; characterThumbs[characterIndex].AnimateScale(1.1f, 500); characterThumbs[characterIndex].GetAt(0).CurrentRotation = 0.05f; img.IsVisible = true; }
/// <summary> /// Removes one life for player /// and sets the killersIndex /// </summary> /// <returns><c>true</c>If character has lifes left</returns> public bool GotKilled(out int killerIndex) { if (gameOptions.UseLifes && PlayerStats.LifesLeft != 0) { PlayerStats.LifesLeft--; lifes.RemovePosition(PlayerStats.LifesLeft); } killerIndex = PlayerStats.LastHitBy; return(PlayerStats.LifesLeft != 0); }
public override void Update(GameTime gameTime) { //if game is paused then no updates if (CurrentState != GameState.GamePause) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime / 1000 > random.Next(minNew, maxNew)) { addPowerUpToMap(); } //Updates the powerups that havent been picked up yet //Removes the powerups that has layn ther to long int count = waitingPowerUps.Count(); for (int i = 0; i < count; i++) { PowerUpStatus p = waitingPowerUps[i]; p.ElapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (p.ElapsedTime / 1000 > waitMax) { waitingPowerUps.RemoveAt(i); p.Image.DisposBoundBox(); powerUpImg.RemovePosition(p.Image); count--; } } //Updates the powerup that players has, remove then when time left if 0 count = activePowerUps.Count(); for (int i = 0; i < count; i++) { var p = activePowerUps.ElementAt(i); p.Value.ElapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (p.Value.ElapsedTime / 1000 > p.Value.PowerUp.duration) { p.Value.Player.RemovePowerUp(p.Value.PowerUp); activePowerUps.Remove(p.Key); count--; } } } }
private void OnHitAnimationDone(ImageController target, ImageModel imagePosition) { target.RemovePosition(imagePosition); }
private void OnHitAnimationDone(ImageController target, ImageModel imagePosition) { target.RemovePosition(imagePosition); }
public void EndMove(MoveModel move) { Img.RemovePosition(move.Img); }