Exemple #1
0
        public virtual void PhsxStep(BackgroundFloaterList list)
        {
            MyQuad.Quad.UV_Phsx(uv_speed);

            Data.Position += Data.Velocity;

            if (MyQuad.Quad.Right < list.BL.X - 100)
            {
                Data.Position.X = list.TR.X + MyQuad.Quad.Width / 2 + 50;
            }
            else if (MyQuad.Quad.Left > list.TR.X + 100)
            {
                Data.Position.X = list.BL.X - MyQuad.Quad.Width / 2 - 50;
            }

            MyQuad.Base.Origin = Data.Position;
            //if (MyQuad.TextureName.Contains("chan"))
            //{
            //    MyQuad.PointxAxisTo(CoreMath.Periodic(.005f, -.005f, 300, MyLevel.CurPhsxStep));
            //    InitialUpdate();
            //}
            //else
            MyQuad.PointxAxisTo(0);
            MyQuad.Update();

            if (SpinVelocity != 0)
            {
                MyQuad.Angle += SpinVelocity;
                MyQuad.Update();
            }
            else
            {
                MyQuad.UpdateShift();
            }
        }
        public void Absorb(BackgroundFloaterList list)
        {
            foreach (BackgroundFloater floater in list.Floaters)
            {
                floater.SetLevel(MyLevel);
            }

            Floaters.AddRange(list.Floaters);
        }
 public override void PhsxStep(BackgroundFloaterList list)
 {
 }