public void Update(TimeObject to) { foreach (IGameObject go in members) { go.Update(to); } }
virtual public void Update(TimeObject to) { foreach (IGameObject go in _objects) { go.Update(to); } }
public virtual void Update(TimeObject to) { if (currentAnimation == null) { return; } if (currentAnimation.frames.Count == 0) { return; } _animTime += to.ElapsedGameTime; while (_animTime >= currentAnimation.frametime) { _animTime -= currentAnimation.frametime; _animIdx++; if (_animIdx >= currentAnimation.frames.Count) { _animIdx = 0; } } foreach (var _s in _sprites) { _s.Update(to); } }
public override void DoIntelligenceUpdate(JamUtilities.TimeObject timeObject) { _timer -= timeObject.ElapsedGameTime; if (_timer <= 0.0f) { _timer = _timerMax; DoMove(); } }
public override void DoIntelligenceUpdate(JamUtilities.TimeObject timeObject) { _moveTimer -= timeObject.ElapsedGameTime; if (_moveTimer <= 0) { _moveTimer = _animal.MoveTimerMax * (1.0f + ((float)(RandomGenerator.Random.NextDouble() - 0.5) * 0.5f)); moveRecursionDepth = 0; DoMove(); } }
public void Update(TimeObject timeObject) { _currentTime -= timeObject.ElapsedGameTime; if (_currentTime <= 0.0f) { _currentTime = SingleImageTime; _currentPosition++; if (_currentPosition == _order.Count) { _currentPosition = 0; } } }
public static void Update(TimeObject to) { Initialize(); foreach (Timer t in _allTimers) { t.Update(to.ElapsedGameTime); } CleanUp(); if (clearMe) { _allTimers.Clear(); clearMe = false; } }
public static TimeObject Update(float deltaT) { if (IsInPause) { _pauseTimer -= deltaT; if (_pauseTimer <= 0) { _pauseTimer = 0.0f; IsInPause = false; } } ElapsedRealTime = deltaT; ElapsedGameTime = deltaT * TimeFactor * ((IsInPause) ? 0.0f:1.0f); TimeObject to = new TimeObject(ElapsedGameTime, ElapsedRealTime, IsInPause); return(to); }
public void Update(TimeObject timeObject) { Update(timeObject.ElapsedGameTime); }