public override void Update() { if (m_generateAura) { m_particleGenerator.Update(); } if (m_generateSouls) { m_soulParticleGenerator.Generate(); m_soulsToGive--; Game1.scoreDisplay.Value += 1; if (m_soulsToGive <= 0) { Game1.scoreDisplay.Value = Game1.TotalScore; m_generateSouls = false; m_actionManager.StartNew(m_jumpInMouth); } } m_soulParticles.Update(); m_auraParticles.Update(); m_physics.Update(); m_sword.Update(); m_cloud.Update(); m_actionManager.Update(); //throw new NotImplementedException(); }
protected void Push(Player player, float force) { m_physics.Throw(force, -5, (float)Program.Random.NextDouble()); m_physics.GroundLevel = 0; m_totemInstance.Detach(this); if (m_below != null) { m_below.m_above = m_above; } if (m_above != null) { m_above.ChainPush(); m_above.m_below = m_below; } float previous = Top; m_sprite.Origin = new Vector2(0.5f, 0.5f); float next = Top; m_transform.Position += m_transform.ParentTransform.PositionGlobal; m_transform.PosY -= next - previous; m_transform.ParentTransform = null; m_totemInstance = null; m_below = null; m_above = null; if (Game1.old_kbs.IsKeyDown(Keys.Space)) { m_transform.Scale = new Vector2(0); m_explosion.Generate(10, new Object[] { m_transform.PositionGlobal, player }); } if (player.ComboCount >= Game1.scoreBorder.ScoreMultiplierMax) { m_generator.Generate(Game1.scoreBorder.ScoreMultiplierMax, new object[] { m_transform.PositionGlobal, player }); } else { m_generator.Generate(player.ComboCount, new object[] { m_transform.PositionGlobal, player }); } }
// Update is called once per frame void Update() { float totalTime = Time.timeSinceLevelLoad; float deltaTime = Time.deltaTime; // first clean up all dead particles ParticleManager.DeactivateZombies(); // then generate new ones Generator.Generate(deltaTime); // then compute a new state for all the existing ones foreach (Animator anim in _animators) { anim.Update(totalTime, deltaTime); } }
public void Execute(GameTime gameTime) { _particleGenerator.Position = _mouse.GetMouseMapPosition(_gameModel.CurrentCamera); _particleGenerator.Generate(_gameModel); }