public override bool Update(float elapsed) { _node.Update(elapsed); if (body.LinearVelocity.X > 0) { spriteEffect = SpriteEffects.None; } else if (body.LinearVelocity.X < 0) { spriteEffect = SpriteEffects.FlipHorizontally; } return(base.Update(elapsed)); }
public override bool Update(float elapsed) { currentAngleWithTarget = angleWith(target); node.Update(elapsed); node.body.Position = givePosition(0) * Bloodbender.pixelToMeter; distanceAttackWithTarget = (float)distanceWith(target.position) + 10; RadianAngle tmpangle = currentAngleWithTarget; tmpangle -= (float)Math.PI / 2; if (tmpangle < 0) { spriteEffect = SpriteEffects.None; } else if (tmpangle > 0) { spriteEffect = SpriteEffects.FlipHorizontally; } return(base.Update(elapsed)); }