public void UpdateSpriteSheet(float deltaTime) { _playerFallingSpriteSheet.Update(deltaTime); _spriteSheetPosition.X = _playerGameObject.Position.X; _spriteSheetPosition.Y = _playerGameObject.Position.Y - _playerGameObject.Sprite.Height / 2.0f; _playerFallingSpriteSheet.Sprite.Position = _spriteSheetPosition; }
public override bool Update(float deltaTime, float gameTime) { if (_screenActive) { switch (_cinematicState) { case CinematicState.StageDisplay: UpdateStageDisplay(deltaTime); break; case CinematicState.PlayerMoveToPosition: UpdatePlayerMoveToPosition(deltaTime); break; case CinematicState.Climbing: UpdatePlayerClimbing(deltaTime); break; case CinematicState.PlayerReachedTop: UpdatePlayerReachedTop(deltaTime); break; case CinematicState.PlayerJump: UpdatePlayerJump(deltaTime); break; default: throw new ArgumentOutOfRangeException(); } foreach (Audience audience in _audiences) { audience.Update(deltaTime, gameTime); } } _booTimer -= deltaTime; if (_booTimer <= 0) { _booTimer = ExtensionFunctions.RandomInRange(GameInfo.CinematicBooMinTime, GameInfo.CinematicBooMaxTime); SoundManager.Instance.PlaySound(_booSoundEffect); } _starSpriteSheetAnimationManager.Update(deltaTime); _playerSprite.SpriteColor = _playerFlasher.Update(deltaTime); return(_exitScreen); }
private void UpdateEndStateAnimations(float deltaTime) { _endExplosion.Update(deltaTime); _confetti1.Update(deltaTime); _confetti2.Update(deltaTime); if (!_endExplosion.IsAnimationActive) { _timeToGameOver -= deltaTime; } if (_timeToGameOver <= 0) { _screenActive = false; Fader.Instance.StartFadeIn(); SetGameState(GameState.GameOver); } }
public override bool Update(float deltaTime, float gameTime) { if (_screenActive) { UpdateFillBarColor(deltaTime); _starSpriteSheetAnimationManager.Update(deltaTime); switch (_gameState) { case GameState.IsRunning: UpdateGameEndTimer(deltaTime); UpdatePlayerRacingTimer(deltaTime); UpdateGameObjectsBeforeTime(deltaTime, gameTime); break; case GameState.EndStarted: UpdateStageAndPlayerEndState(deltaTime, gameTime); break; case GameState.EndAnimations: UpdateEndStateAnimations(deltaTime); break; case GameState.GameOver: // Don't do Anything break; default: throw new ArgumentOutOfRangeException(); } foreach (Audience audience in _audiences) { audience.Update(deltaTime, gameTime); } } return(_exitScreen); }