public override void Update(GameTime gameTime) { //Updating the item's bounce base.Update(gameTime); if (Math.Abs(Position.Y - FixedPosition.Y) >= 40) { OutOfBlock = true; MoveAway(); CanGravity = true; //Add the item as a collidable ItemOutsideBlock++; if (ItemOutsideBlock == 1) { CollisionGrid.AddCollidable(this); } } if (OutOfBlock) { if (Math.Abs(Position.Y - FixedPosition.Y) >= 40) { CanGravity = true; } } ////This is making Star jump Up and down //if (Math.Abs(Position.Y - FixedPosition.Y) >= 50) //{ // MoveAwayFactor = new Vector2(MoveAwayFactor.X, MoveAwayFactor.Y * -1); //} //MoveAway(); }
public void AddItemsButCoinAsCollidable() { if (!ItemType.Equals("coin")) { CollisionGrid.AddCollidable(ItemModel); } }
public override void Update(GameTime gameTime) { base.Update(gameTime); EnemyModel.Update(gameTime); //ItemMovement if (HasStartedMoving == 1) { //Only move left ONCE. HasStartedMoving++; if (NumOfEnemies > 0) { //Add the item to the collision grid and move the item EnemyModel = EnemyModelFactory.GetEnemyModel(EnemyType, Position, Velocity); //EnemyModel.Move(Position, false); EnemyModel.IsVisible = true; CollisionGrid.AddCollidable(EnemyModel); //If items still exist inside brick, bump the brick. CurrentState.ExplodedTransition(); NumOfEnemies--; } } }
public override void Update(GameTime gameTime) { //Updating the item's bounce base.Update(gameTime); if (Math.Abs(Position.Y - FixedPosition.Y) >= 24) { Velocity = new Vector2(0, 0); //Add the item as a collidable ItemOutsideBlock++; if (ItemOutsideBlock == 1) { CollisionGrid.AddCollidable(this); } } }
public override void Update(GameTime gameTime) { //Updating the item's bounce base.Update(gameTime); if (Math.Abs(Position.Y - FixedPosition.Y) >= 24) { //Velocity = new Vector2(50, 0); //After fully appearing, move away MoveAway(); //Add the item as a collidable ItemOutsideBlock++; if (ItemOutsideBlock == 1) { CollisionGrid.AddCollidable(this); } } if (CanGravity) { Gravity(Support); } }