//Game Logic Stuff public void Update(float deltaTime) { velZeroSystem.Update(deltaTime); timerSystem.Update(deltaTime); moveSystem.Update(deltaTime); bkgPosSystem.Update(deltaTime); pushSystem.Update(deltaTime); movPlatSystem.Update(deltaTime); scrEdgeSystem.Update(deltaTime); playerSystem.Update(deltaTime); visSystem.Update(deltaTime); grapSystem.Update(deltaTime); timedShooterSystem.Update(deltaTime); spSystem.Update(deltaTime); weapSystem.Update(deltaTime); colSystem.Update(deltaTime); gravSystem.Update(deltaTime); drawSystem.Update(deltaTime); healthSystem.Update(deltaTime); animSystem.Update(deltaTime); squishSystem.Update(deltaTime); slSystem.Update(deltaTime); switchSystem.Update(deltaTime); simpEnemySystem.Update(deltaTime); smushSystem.Update(deltaTime); signSystem.Update(deltaTime); debugSystem.Update(deltaTime); inputSystem.Update(deltaTime); }
public void UpdateAnimation(float dt) { if (anim != null && !pauseAnimation) { anim.Update(dt); SetSprite(anim.Frame()); } }
protected override void OnUpdate() { animationSystem.Update(); cameraFollowSystem.Update(); retrieveInteractableCollisionsSystem.Update(); playerCollisionSystem.Update(); temporaryEnemySpawnerSystem.Update(); }
public override void Update(float deltaTime) { _animationSystem.Update(deltaTime); }
public override void Update(GameTime gameTime) { time += (float)gameTime.ElapsedGameTime.TotalSeconds + (float)rand.NextDouble() * 0.01f; if (energy < 100) { energyRecoverTime -= (float)gameTime.ElapsedGameTime.TotalMilliseconds / 1000; //energy recover if (energyRecoverTime <= 0) { energyRecoverTime = 5; energy += 1; } } else { energy = 100; energyRecoverTime = 5; } animTime += (float)gameTime.ElapsedGameTime.TotalSeconds; float animationFactor = 0f; float animationFactor2 = (float)(0.5f + Math.Sin(time + animationOffset)) * 5; dirX = (float)Math.Sin(angle); dirZ = (float)Math.Cos(angle); Boolean shouldAnimate = true; if (!ifColisionTerrain) { if (Keyboard.GetState().IsKeyDown(Keys.LeftShift)) { if (Keyboard.GetState().IsKeyDown(Keys.E) && isHunting) { isAtacking = true; animTime = 0; } if (Keyboard.GetState().IsKeyDown(Keys.W)) { if (!isAtacking) { animationSystem.Play(animations["Idle"]); } speedFactor = 2.5f; animationFactor = 20f + animationFactor2; position += new Vector3(dirX / speedFactor, 0, dirZ / speedFactor); } else { speedFactor *= 1 + (float)gameTime.ElapsedGameTime.TotalSeconds * 6; if (speedFactor < 50) { position += new Vector3(dirX / speedFactor, 0, dirZ / speedFactor); } shouldAnimate = false; } if (Keyboard.GetState().IsKeyDown(Keys.A)) { angle += 0.05f; } if (Keyboard.GetState().IsKeyDown(Keys.D)) { angle -= 0.05f; } } else { if (Keyboard.GetState().IsKeyDown(Keys.E) && isHunting) { isAtacking = true; animTime = 0; } if (Keyboard.GetState().IsKeyDown(Keys.W)) { if (!isAtacking) { animationSystem.Play(animations["Idle"]); } speedFactor = 4.5f; animationFactor = 10f + animationFactor2; position += new Vector3(dirX / speedFactor, 0, dirZ / speedFactor); } else { shouldAnimate = false; speedFactor *= 1f + (float)gameTime.ElapsedGameTime.TotalSeconds * 6; if (speedFactor < 50) { position += new Vector3(dirX / speedFactor, 0, dirZ / speedFactor); } } if (Keyboard.GetState().IsKeyDown(Keys.A)) { angle += 0.05f; } if (Keyboard.GetState().IsKeyDown(Keys.D)) { angle -= 0.05f; } } } if (animationSystem != null && !shouldAnimate && !isAtacking) { animationSystem.animation.frameSpeed = 0.02f * (1f + animationSystem.animation.CurrentFrame * 2f / animationSystem.animation.NumberOfFrames); if (animationSystem.animation.CurrentFrame == 0) { animationSystem.Stop(); } animationSystem.Update(gameTime); } if (animationSystem != null && shouldAnimate && !isAtacking) { animationSystem.animation.frameSpeed = 0.2f / animationFactor; animationSystem.Update(gameTime); } if (animationSystem != null && isAtacking) { animationSystem.Play(animations["Atak"]); animationSystem.Update(gameTime); } if (animTime >= animations["Atak"].NumberOfFrames * animations["Atak"].frameSpeed) { isAtacking = false; } world = Matrix.CreateRotationX(MathHelper.ToRadians(-90)) * Matrix.CreateRotationY(angle) * Matrix.CreateTranslation(position);// * Matrix.CreateFromAxisAngle(Vector3.UnitY, MathHelper.ToRadians(-90)); ; collider = new BoundingBox(new Vector3(world.Translation.X - colliderSize / 2, world.Translation.Y - colliderSize / 2, world.Translation.Z - colliderSize / 2), new Vector3(world.Translation.X + colliderSize / 2, world.Translation.Y + colliderSize / 2, world.Translation.Z + colliderSize / 2)); foreach (ModelMesh mesh in model.Meshes) { mesh.BoundingSphere = BoundingSphere.CreateFromBoundingBox(collider); } base.Update(gameTime); }
public override void Update(GameTime gameTime) { time += (float)gameTime.ElapsedGameTime.TotalMilliseconds / 1000; animTime += (float)gameTime.ElapsedGameTime.TotalSeconds; //float animationFactor = 0f; //float animationFactor2 = (float)Math.Sin(time + animationOffset) * 5; if (time >= turnFrequency && !ifInTrouble) { angle += rand.Next(10, 50); time = 0; } dirX = (float)Math.Sin(angle); dirZ = (float)Math.Cos(angle); if (!ifInTrouble) { if (!ifColisionTerrain && animTime >= animationFrequency) { position += new Vector3(dirX / speedFactor, 0, dirZ / speedFactor); animationSystem.Play(animations["Move"]); } else { //if (animTime <= animationFrequency + 1.33f) //{ // if (!ifInTrouble && animations.ContainsKey("Idle")) // { // animationSystem.Play(animations["Idle"]); // } //} //else //{ animationSystem.Stop(); animTime = 0; animationFrequency = rand.Next(1, 3); //} } } else { position += new Vector3(dirX / speedFactor, 0, dirZ / speedFactor); animationSystem.Play(animations["Move"]); } CheckSecurity(); world = Matrix.CreateRotationX(MathHelper.ToRadians(-90)) * Matrix.CreateRotationY(angle) * Matrix.CreateTranslation(position);// * Matrix.CreateFromAxisAngle(Vector3.UnitY, MathHelper.ToRadians(-90)); ; collider = new BoundingBox(new Vector3(world.Translation.X - colliderSize / 2, world.Translation.Y - colliderSize / 2, world.Translation.Z - colliderSize / 2), new Vector3(world.Translation.X + colliderSize / 2, world.Translation.Y + colliderSize / 2, world.Translation.Z + colliderSize / 2)); foreach (ModelMesh mesh in model.Meshes) { mesh.BoundingSphere = BoundingSphere.CreateFromBoundingBox(collider); } sphere = BoundingSphere.CreateFromBoundingBox(collider); animationSystem.Update(gameTime); base.Update(gameTime); }
public void Update(float dt) { anim.Update(dt); }