Exemple #1
0
 public DoodleObject(Vector2 startingPosition, ContentManager cont, AudioManager audio)
 {
     propellerUpdates     = 0;
     powerUpdates         = 0;
     score                = 0;
     isMoving             = false;
     _opacity             = 1.0f;
     _objectsToNotCollide = new List <AbsObject>();
     _objectsToAdd        = new List <AbsObject>();
     isVisible            = true;
     deleteThis           = false;
     _position            = startingPosition;
     content              = cont;
     _velocity            = new Vector2(0);
     _acceleration        = new Vector2(0, 0.03f);
     powerState           = new StandardDoodleState(this);
     moveState            = new DoodleIdleRightState(this);
     isGrounded           = false;
     groundVelocity       = Vector2.Zero;
     tookDamage           = false;
     this.audio           = audio;
 }
Exemple #2
0
        public override void Update(GameTime gameTime)
        {
            if (moveState is DoodleFlyingState)
            {
                _velocity.Y = -5f;
                if (propellerUpdates < 400)
                {
                    propellerUpdates++;
                }
                else
                {
                    propellerUpdates = 0;
                    moveState        = new DoodleFallingState(this);
                }
            }
            if (!(powerState is StandardDoodleState))
            {
                if (powerUpdates < 500)
                {
                    powerUpdates++;
                }
                else
                {
                    powerUpdates = 0;
                    powerState   = new StandardDoodleState(this);
                }
            }

            _velocity = _velocity + _acceleration;
            if (!isMoving)
            {
                if (isGrounded && _velocity.X != groundVelocity.X)
                {
                    if (_velocity.X - groundVelocity.X < -0.5)
                    {
                        _velocity.X += 0.1f;
                    }
                    else if (_velocity.X - groundVelocity.X > 0.5)
                    {
                        _velocity.X -= 0.1f;
                    }
                    else
                    {
                        _velocity.X = groundVelocity.X;
                    }
                }
                else if (!isGrounded && _velocity.X != 0)
                {
                    if (_velocity.X < -0.5f)
                    {
                        _velocity.X += 0.05f;
                    }
                    else if (_velocity.X > 0.5f)
                    {
                        _velocity.X -= 0.05f;
                    }
                    else
                    {
                        _velocity.X = 0;
                    }
                }
            }
            if (!isGrounded)
            {
                if (_velocity.Y > 0)
                {
                    moveState = new DoodleFallingState(this);
                }
            }
            else
            {
                moveState = new DoodleIdleRightState(this);
            }
            if (tookDamage)
            {
                damageCounter++;
                if (damageCounter >= 10)
                {
                    tookDamage = false;
                }
            }

            Sprite.Update(gameTime);
            isGrounded = false;
            isMoving   = false;
            _objectsToNotCollide.Clear();
        }