Update() private méthode

private Update ( ) : void
Résultat void
Exemple #1
0
        private void UpdateFrame()
        {
            fc++;

            // update b offsets
            bOffsetX += B_SPEED_X;
            bOffsetY += B_SPEED_Y;

            if (Math.Abs(bOffsetY) > FOPS_LOGO.Height)
            {
                bOffsetY = 0;
            }
            if (Math.Abs(bOffsetX) > FOPS_LOGO.Width)
            {
                bOffsetX = 0;
            }

            // raindrops
            if (Raindrops)
            {
                if (rand.Next(100) <= 3)
                {
                    int x = rand.Next(RAIN_MARGIN, SIZE - RAIN_MARGIN);
                    int y = rand.Next(RAIN_MARGIN, SIZE - RAIN_MARGIN);
                    int r = rand.Next(5, 10);
                    effect.Splash(x, y, r);
                }
            }

            // update
            for (int i = 0; i < 3; i++)
            {
                // Pulse
                if (++cellPulseCount[i] == 60)
                {
                    cellPulse[i]      = TGT_PULSE;
                    cellPulseCount[i] = 0;
                }

                // Apply Decay
                double dltDecay = (cellPulse[i] - INIT_PULSE) * DECAY;
                if (dltDecay < 0.003)
                {
                    dltDecay = 0.003;
                }
                if (cellPulse[i] != INIT_PULSE)
                {
                    cellPulse[i] -= dltDecay;
                    if (cellPulse[i] < INIT_PULSE)
                    {
                        cellPulse[i] = INIT_PULSE;
                    }
                }
            }



            effect.Update();
            this.Invalidate();
        }
 // Wrapper so that update and rendering comes together
 private void UpdateFrame()
 {
     if (!DesignMode) // disable animation in designer
     {
         effect.Update();
         Invalidate();
     }
 }
Exemple #3
0
 protected override void Update(GameTime gameTime)
 {
     if (!IsPaused)
     {
         Ripple.Update(gameTime);
         Flash.Update(gameTime.ElapsedGameTime);
         ParticleEngine.Update(gameTime);
         if (CurrentState != null)
         {
             CurrentState = CurrentState.Update(gameTime);
         }
     }
     base.Update(gameTime);
 }