public override void Update(GameTime elapsedTime) { base.Update(elapsedTime); if (Visibility == Visibility.Visible) { rotationValue.Update(elapsedTime); fadeInAnim.Update(elapsedTime); } }
// Animate Pacmans mouth. This could have simply been done with an Animator, but I tried to do it this way to test out my LerpValue class (inside Framework) private void AnimateMouth() { // Update mouth angle mouthAngle.Speed = movement.moveSpeed * animationSpeedMultiplier; mouthAngle.Update(); // Set new mouth angle shape.settings.startAngle = mouthAngle.Current; shape.settings.endAngle = 360f - mouthAngle.Current; }
public override void Update(GameTime elapsedTime) { base.Update(elapsedTime); var oldValue = lerpOffset.CurrentValue; lerpOffset.Update(elapsedTime); if (Math.Abs(LerpOffset - oldValue) > 0.005) { scrollbarPositionChangedSupport.Raise(this, new EventArgs()); InvalidateLayout(); } }
public override void Update(GameTime elapsedTime) { mushroomAnim.Update(elapsedTime); mushroomOpacityAnim.Update(elapsedTime); logoAnim.Update(elapsedTime); titleAnim.Update(elapsedTime); switchTimer.Update(elapsedTime); if (switchTimer.IsOver && !stateService.IsSwitching) { stateService.SwitchState(stateService.States[nextState]); } }
private void AnimateSize() { sizeLerp.Update(); transform.localScale = Vector2.one * sizeLerp.Current; }
public override void Update(GameTime elapsedTime) { base.Update(elapsedTime); lerpValue.Update(elapsedTime); }
public void Update() { StartPoint(); _collisionStart.Update(); UpdateItemPosition(); }