override public void Update(Core.GameLogic gameLogic) { if (position.Y > gameLogic.stageHeight) { position.Y = 0; } MoveVector(); if (gameLogic.random.NextDouble() < 0.01) { //obj.vector=System.Windows.Vector.Add(obj.vector, System.Windows.) angle = 230 + (float)gameLogic.random.NextDouble() * 80; speed = 0.4f + (float)gameLogic.random.NextDouble() * 0.8f; //obj.moveTo((float)random.NextDouble() * (stageWidth - obj.image.Width), (float)random.NextDouble() * (stageHeight - obj.image.Height)); } }
override public void Update(Core.GameLogic gameLogic) { previousPosition = position; if (System.Windows.Input.Keyboard.IsKeyDown(System.Windows.Input.Key.Up)) { position.Y -= _speed; } if (System.Windows.Input.Keyboard.IsKeyDown(System.Windows.Input.Key.Down)) { position.Y += _speed; } if (System.Windows.Input.Keyboard.IsKeyDown(System.Windows.Input.Key.Left)) { position.X -= _speed; } if (System.Windows.Input.Keyboard.IsKeyDown(System.Windows.Input.Key.Right)) { position.X += _speed; } //MoveVector(); }
virtual public void Update(Core.GameLogic gameLogic) { }