public override void Update() { if (!Hit) { foreach (GameObject building in ShooterLevel.Current.Buildings.VisibleBuildings) { if (!Collides(building)) { continue; } Hit = true; return; } foreach (Dino dino in ShooterLevel.Current.Dinos.VisibleDinos) { if (dino.Dead || !Collides(dino)) { continue; } dino.Hit(Strength); Hit = true; return; } } ShooterLevel level = ShooterLevel.Current; Location.X -= level.DeltaTime * level.BaseSpeed; Motion.Update(this, level.DeltaTime); base.Update(); }
public override void Update() { ShooterLevel level = ShooterLevel.Current; Location.X -= level.BaseSpeed * level.DeltaTime; if (!(Visible = Intersect(0, 0, 800, 600))) { if (Location.X < 0) { Gone = true; } return; } if (Motion != null) { Motion.Update(this, level.DeltaTime); } base.Update(); if (!Started && Dead) { Gone = true; } }
public override void Update() { ShooterLevel level = ShooterLevel.Current; if (!Hit) { foreach (GameObject building in ShooterLevel.Current.Buildings.VisibleBuildings) { if (!Collides(building)) { continue; } Hit = true; return; } if (level.Status == ShooterStatus.Running && Collides(level.Meteor.Ship)) { level.Crash(); Hit = true; return; } } Location.X -= level.DeltaTime * level.BaseSpeed; Motion.Update(this, level.DeltaTime); base.Update(); }
public override void Update() { ShooterLevel level = ShooterLevel.Current; Location.X -= level.BaseSpeed * level.DeltaTime; _motion.Update(this, level.DeltaTime); base.Update(); }