public override void Update(GameTime gameTime) { if (_mainFrame.Motion != null) { if (!_mainFrame.Motion.IsStanding) { _mainFrame.IsVisible = true; _mainFrame.Motion.Move(new Vector2(_mainFrame.X, _mainFrame.Y)); if (_mainFrame.Motion.IsStanding) { Rectangle _testVisible = new Rectangle(0, 0, GlobalVariables.ScreenWidth, GlobalVariables.ScreenHeight); Point _point1 = new Point((int)_mainFrame.X, (int)_mainFrame.Y); Point _point2 = new Point((int)_mainFrame.X + (int)_mainFrame.Width, (int)_mainFrame.Y); Point _point3 = new Point((int)_mainFrame.X, (int)_mainFrame.Y + (int)_mainFrame.Height); Point _point4 = new Point((int)_mainFrame.X + (int)_mainFrame.Width, (int)_mainFrame.Y + (int)_mainFrame.Height); if (_testVisible.Contains(_point1) || _testVisible.Contains(_point2) || _testVisible.Contains(_point3) || _testVisible.Contains(_point4)) { _mainFrame.IsVisible = true; } else { _mainFrame.IsVisible = false; } _mainFrame.OnMove_Complete(this, null); } } for (int i = 0; i < _mainFrame.Child.Count; i++) { ((Button)_mainFrame.Child[i]).Update(gameTime); } } }
public override void Update(GameTime gameTime) { if (_boardFrame.Motion != null) { if (!_boardFrame.Motion.IsStanding) { _boardFrame.IsVisible = true; _boardFrame.Motion.Move(new Vector2(_boardFrame.X, _boardFrame.Y)); if (_boardFrame.Motion.IsStanding) { Rectangle _testVisible = new Rectangle(0, 0, GlobalVariables.ScreenWidth, GlobalVariables.ScreenHeight); Point _point1 = new Point((int)_boardFrame.X, (int)_boardFrame.Y); Point _point2 = new Point((int)_boardFrame.X + (int)_boardFrame.Width, (int)_boardFrame.Y); Point _point3 = new Point((int)_boardFrame.X, (int)_boardFrame.Y + (int)_boardFrame.Height); Point _point4 = new Point((int)_boardFrame.X + (int)_boardFrame.Width, (int)_boardFrame.Y + (int)_boardFrame.Height); if (_testVisible.Contains(_point1) || _testVisible.Contains(_point2) || _testVisible.Contains(_point3) || _testVisible.Contains(_point4)) { _boardFrame.IsVisible = true; } else { _boardFrame.IsVisible = false; } _boardFrame.OnMove_Complete(this, null); } } } //Update level của Character if (_character.Level > _preLevelOfChar) { _preLevelOfChar = _character.Level; _lhAddition++; _lbLHAddition.StringInfo = _lhAddition.ToString(); _lbLHAddition.StringColor = new Color(235, 235, 235); _rhAddition++; _lbRHAddition.StringInfo = _rhAddition.ToString(); _lbRHAddition.StringColor = new Color(235, 235, 235); //chỉ o nhung~ level lẻ, người choi mới co dc 1 diem cộng cho skill passive if ((_preLevelOfChar % 2) == 1) { _passiveAddition++; _lbPassiveAddtion.StringInfo = _passiveAddition.ToString(); _lbPassiveAddtion.StringColor = new Color(235, 235, 235); } if (_preLevelOfChar == 6) { //left hand _btSkillCurse.Endalbe = true; _btSkillOverSpeed.Endalbe = true; //right hand _btEathShakeSkill.Endalbe = true; _btWaveFormSkill.Endalbe = true; //passive _btGodStrength.Endalbe = true; } if (_preLevelOfChar == 12) { //left hand _btSkillLifeSteal.Endalbe = true; _btSkillBash.Endalbe = true; //right hand _btLightingField.Endalbe = true; _btInvisible.Endalbe = true; //passive _btBlur.Endalbe = true; } } //update các label thong bao mức cộng của skill _currentBoard.Update(gameTime); //Update thong tin cac label switch (_iCurrentBoard) { case 0: { GetSkillLevel(_lbSkillCleaving); GetSkillLevel(_lbSkillCritical); GetSkillLevel(_lbSkillCurse); GetSkillLevel(_lbSkillOverspeed); GetSkillLevel(_lbSkillLifeSteal); GetSkillLevel(_lbSkillBash); break; } case 1: { GetSkillLevel(_lbDeadlyBeesSkill); GetSkillLevel(_lbSoulRelease); GetSkillLevel(_lbEathShakeSkill); GetSkillLevel(_lbWaveFormSkill); GetSkillLevel(_lbLightingField); GetSkillLevel(_lbInvisible); break; } case 2: { GetSkillLevel(_lbbtGreatFortitude); GetSkillLevel(_lbGodStrength); GetSkillLevel(_lbBlur); break; } } _rect = new Rectangle((int)_boardFrame.X, (int)_boardFrame.Y, (int)_boardFrame.Width, (int)_boardFrame.Height); if (_rect.Contains(GlobalVariables.CurrentMouseState.X, GlobalVariables.CurrentMouseState.Y)) { GlobalVariables.AlreadyUseLeftMouse = true; GlobalVariables.AlreadyUseRightMouse = true; } }