public override void Update(GameTime gameTime, EntityManager manager) { elapsedTime += (float)gameTime.ElapsedGameTime.TotalSeconds; Sprite.SetTint(Color.White * (1 - elapsedTime / fadeTime), 5f); if (elapsedTime >= fadeTime) { Damage(1); } base.Update(gameTime, manager); }
public void damageEffect() { sprite.SetTint(Color.Red, 0.1f); elapsedInv = invTime; }