Esempio n. 1
0
 void SceneLoop_Update(object sender, SceneLoopEventArgs e)
 {
     this.expirationDelayCount++;
     if (this.expirationDelayCount > this.expirationStart)
     {
         Page.SceneLoop.Update -= SceneLoop_Update;
         this.Expire();
     }
 }
Esempio n. 2
0
 void sceneLoop_Update(object sender, SceneLoopEventArgs e)
 {
     if (this.vehicle.ControlledByUser)
     {
         this.UpdateCannon();
     }
     this.UpdateRecharge();
 }
Esempio n. 3
0
 void sceneLoop_Update(object sender, SceneLoopEventArgs e)
 {
     this.UpdateCannon();
 }
Esempio n. 4
0
        protected virtual void sceneLoop_Update(object sender, SceneLoopEventArgs e)
        {
            foreach (Vehicle item in this.vehicleList)
            {
                item.Update();
            }

            foreach (Projectile projectile in this.projectileList)
            {
                this.wind.Blow(projectile);
            }

            foreach (Powerup powerup in this.powerups)
            {
                this.FloatPowerup(powerup);
            }

            this.ProcessPowerupInterval();

            bool isOverNow = false;
            if (this.userTank.IsDead)
            {
                isOverNow = true;
                pass = false;
            }
            else
            {
                bool flag = true;
                foreach (EnemyVehicle item in this.Enemies)
                {
                    if (!item.IsDead)
                    {
                        flag = false;
                        break;
                    }

                }
                if (flag)
                {
                    isOverNow = true;
                    pass = true;
                }
            }

            if (isOverNow)
            {
                this.End();
            }
        }
Esempio n. 5
0
 void sceneLoop_Update(object sender, SceneLoopEventArgs e)
 {
     refreshCount++;
     if (this.refreshCount > this.refreshRate)
     {
         this.ChangeDirection();
         this.refreshCount = 0;
     }
 }