public bool Update(GameTime gameTime, Map map) { sprite.Update(); UpdateX(CollisionRectangles[(int)size], Friction, kinematicsX, kinematicsY, gameTime, map); UpdateY(CollisionRectangles[(int)size], ConstantAccelerator.Gravity, kinematicsX, kinematicsY, gameTime, map, null); return(timer.Active); }
public bool Update(GameTime gameTime) { sprite.Update(); offset.magnitude += speed * (float)gameTime.ElapsedGameTime.TotalMilliseconds; return(sprite.NumCompletedLoops == 0); }
public bool Update(GameTime gameTime) { sprite.Update(); return(sprite.NumCompletedLoops == 0); }