public void Update(GameTime gameTime) { if (CurrentAnimation != null) { switch (State) { case 0: //Idle //Cursor = MoveCursor; CurrentAnimation = Animations[0]; break; case 1: //Move //Cursor = MoveCursor; if (RightPress == true) { //P1 Move right CurrentAnimation = Animations[1]; CurrentAnimation.IsFliped = false; X += 3; } else if (LeftPress == true) { //P1 Move left CurrentAnimation = Animations[1]; CurrentAnimation.IsFliped = true; X -= 3; } else if (UpPress == true) { //P1 Move up CurrentAnimation = Animations[2]; CurrentAnimation.IsFliped = false; Y -= 3; } else if (DownPress == true) { //P1 Move down CurrentAnimation = Animations[3]; CurrentAnimation.IsFliped = false; Y += 3; } break; case 2: //Shoot //Cursor = Player.Cursor; CurrentAnimation = Animations[5]; break; } Position.Update(X, Y); Bounds = new Rectangle(X, Y, CurrentAnimation.FrameWidth, CurrentAnimation.FrameHeight); CurrentAnimation.Update(gameTime); FieldView.SetPoints((int)Position.X + CurrentAnimation.FrameWidth, (int)Position.Y); } if (Action) { Effect.Update(gameTime); } }