void UpdateEnter(GameTime gt) { fadeInLerp += gt.Delta() / FadeInTime; fadeInValue = MathHelper.Lerp(1f, 0f, fadeInLerp); lbLife -= gt.Delta(); if (fadeInValue < 0) { State = GameStateType.Running; } }
void UpdateExit(GameTime gt) { fadeOutLerp += gt.Delta() / FadeOutTime; fadeOutValue = MathHelper.Lerp(0f, 1f, fadeOutLerp); if (fadeOutValue >= 1f) { ExitState(); } }
protected override void UpdateParticles(GameTime gameTime) { foreach (var particle in Particles) { if (!particle.Direction.HasValue) { particle.Rotation = (float)Math.PI * new Random().Next(0, 360) / 180.0f; particle.Direction = new Vector2(0, 1.0f); } else { particle.Rotation += 1.0f * gameTime.Delta(); } } }
public void Update(GameTime gameTime) { timer += gameTime.ElapsedGameTime; if (timer >= Interval) { for (int i = 0; i < particlesPerSpawn; i++) { SpawnParticle(); } if (StopAfterNextEmit) { this.Stop(); } timer = TimeSpan.Zero; } UpdateParticles(gameTime); float delta = gameTime.Delta(); for (int i = 0; i < Particles.Count; i++) { var particle = Particles[i]; if (particle.AliveTime >= this.particleLifespan) { Particles.RemoveAt(i); i--; } if (particle.Direction.HasValue) { particle.AliveTime += gameTime.ElapsedGameTime; particle.Position += new Vector2(particle.Direction.Value.X * delta * particle.Speed, particle.Direction.Value.Y * delta * particle.Speed); } } }
protected override void UpdateParticles(GameTime gameTime) { foreach (var particle in Particles) { if (!particle.Direction.HasValue) { var rand = new Random(); if (rand.Next(0, 4) != 0) { continue; // Make sure the confetti doesn't come out all at once. } particle.Rotation = (float)Math.PI * new Random().Next(0, 360) / 180.0f; particle.Color = Color.FromNonPremultiplied(rand.Next(100, 255), rand.Next(100, 255), rand.Next(100, 255), 255); particle.Direction = new Vector2().RandomNormalized() * 2; } else { particle.Rotation += 4.0f * gameTime.Delta(); particle.Direction = new Vector2(particle.Direction.Value.X, particle.Direction.Value.Y + (2.5f * gameTime.Delta())); } } }
public void Update(GameTime gt) { Size = Gui.PrevSize; Position = Gui.PrevPos; var delta = gt.Delta(); var list = FramesGui.Instance.frames; if (list != null && list.Count > 0) { if (currentFrame == null) { currentFrame = list[0]; } timer += delta; if (timer >= currentFrame.FrameSpeed) { frame = (frame + 1) % list.Count; timer = 0; } if (frame >= list.Count) { frame = 0; } currentFrame = list[frame]; } else { currentFrame = null; } }
public override void Update(GameTime gt) { base.Update(gt); LifeTime -= gt.Delta(); }