public override void UpdateAnimation(GameTime _GameTime, CInput _Input) { if (Status == IDStatus.MOVE) { Sprite.Animation.FrameStart = 2; Sprite.Animation.FrameEnd = 3; } if (Status == IDStatus.FIRE) { Sprite.Animation.FrameStart = 1; Sprite.Animation.FrameEnd = 3; } if (Direction == IDDir.LEFT) { Sprite.Effect = SpriteEffects.None; } if (Direction == IDDir.RIGHT) { Sprite.Effect = SpriteEffects.FlipHorizontally; } //for (int i = 0; i < List_Of_Bullet.Count; i++) //{ // List_Of_Bullet[i].UpdateAnimation(_GameTime, _Input); //} base.UpdateAnimation(_GameTime, _Input); }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { if (m_Status == IDStatus.ACTIVATE) { m_Velocity = new Vector2(0, -0.05f); } if (oldPosition.Y - m_Position.Y > Sprite.FrameHeight - 1 && m_Status == IDStatus.ACTIVATE)// && Status != IDStatus.UNACTIVATE)//dung animation chay len { m_Status = IDStatus.RUN; m_Velocity = Vector2.Zero; Direction = IDDir.RIGHT; } if (Status == IDStatus.RUN) { m_Accel.Y = 0.00098f; if (Direction == IDDir.LEFT) { //m_Status = IDStatus.RUN; m_Velocity = new Vector2(-0.1f, m_Velocity.Y); } if (Direction == IDDir.RIGHT) { //m_Status = IDStatus.RUN; m_Velocity = new Vector2(0.1f, m_Velocity.Y); } } base.Update(_GameTime, _Input); }
public override void UpdateAnimation(GameTime _GameTime, CInput _Input) { if (m_Status == IDStatus.ALIVE) { m_Sprite.Animation.FrameStart = 0; Sprite.Animation.FrameEnd = 1; } if (m_Status == IDStatus.SPIN) { //Sprite.FrameHeight = 16; //Sprite.Animation.CurFrame = 4; } if (m_Status == IDStatus.HIDE) { //Sprite.FrameHeight = 16; //Sprite.Animation.SetLocalAnimation(); //Sprite.Animation.CurFrame = 4; } #region.Chuyển hướng if (Status == IDStatus.ALIVE || Status == IDStatus.SPIN) { if (m_Direction == IDDir.LEFT) { m_Sprite.Effect = SpriteEffects.None; } if (m_Direction == IDDir.RIGHT) { m_Sprite.Effect = SpriteEffects.FlipHorizontally; } } #endregion base.UpdateAnimation(_GameTime, _Input); }
public override void UpdateAnimation(GameTime _GameTime, CInput _Input) { m_Sprite.Animation.FrameStart = 0; m_Sprite.Animation.FrameEnd = 3; m_Sprite.Animation.TimeAnimation = 80.0f; base.UpdateAnimation(_GameTime, _Input); }
public override void UpdateAnimation(GameTime _GameTime, CInput _Input) { //if (m_Status == IDStatus.UNACTIVATE) //{ // Sprite.Animation.CurFrame = 3; //} base.UpdateAnimation(_GameTime, _Input); }
public void Update(GameTime _GameTime, CInput _Input) { m_GameTime = (float)_GameTime.ElapsedGameTime.TotalMilliseconds; m_Position.X += m_Velocity.X * (float)_GameTime.ElapsedGameTime.TotalMilliseconds; m_Position.Y += m_Velocity.Y * (float)_GameTime.ElapsedGameTime.TotalMilliseconds; m_Velocity.X += m_Accel.X * (float)_GameTime.ElapsedGameTime.TotalMilliseconds; m_Velocity.Y += m_Accel.Y * (float)_GameTime.ElapsedGameTime.TotalMilliseconds; }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { if (m_IDObject == IDObject.ITEM_SUPER_MUSHROOM) { if (m_Status == IDStatus.ACTIVATE) { m_Velocity = new Vector2(0, -0.01f); } if (oldPosition.Y - m_Position.Y > Sprite.FrameHeight && m_Status == IDStatus.ACTIVATE) { m_Status = IDStatus.RUN; //m_Velocity = Vector2.Zero; m_Dir = IDDir.RIGHT; } if (m_Status == IDStatus.RUN) { m_Accel.Y = 0.00098f; if (m_Dir == IDDir.LEFT) { //m_Status = IDStatus.RUN; m_Velocity = new Vector2(-0.1f, m_Velocity.Y); } if (m_Dir == IDDir.RIGHT) { //m_Status = IDStatus.RUN; m_Velocity = new Vector2(0.1f, m_Velocity.Y); } } if (m_Velocity.Y > 1.0f) m_Velocity.Y = 1.0f; if (m_Velocity.X > 0.1f) m_Velocity.X = 0.1f; if (m_Velocity.X < -0.1) m_Velocity.X = -0.1f; } if (IDObject == IDObject.ITEM_FIRE_FLOWER) { if (m_Status == IDStatus.ACTIVATE) { m_Velocity = new Vector2(0, -0.01f); } if (oldPosition.Y - m_Position.Y > Sprite.FrameHeight - 1 && m_Status == IDStatus.ACTIVATE && Status != IDStatus.UNACTIVATE)//dung animation chay len { m_Status = IDStatus.ALIVE; m_Velocity = Vector2.Zero; } } base.Update(_GameTime, _Input); }
public override void HandleInput(GameTime gameTime, CInput _Input) { if (_Input.KeyPressed(Keys.Back)) { StateManager.getInst().ExitScreen(); StateManager.getInst().AddScreen(new MenuState(IDGameState.MENU)); } base.HandleInput(gameTime, _Input); }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { if (Status == IDStatus.ACTIVATE) { m_Flag.Accel = new Vector2(0, 0.00098f); Status = IDStatus.UNACTIVATE; } m_Flag.Update(_GameTime, _Input); base.UpdateMovement(_GameTime, _Input); }
public override void HandleInput(GameTime gameTime, CInput _Input) { CoolDown += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (CoolDown > 5000) { StateManager.getInst().ExitScreen(); StateManager.getInst().AddScreen(new MenuState(IDGameState.MENU)); } base.HandleInput(gameTime, _Input); }
protected override void Initialize() { CResourceManager.GetInstance().Init(Content); SoundManager.LoadContent(Content); _fps = _eLapsedTime = 0; m_Input = new CInput(); StateManager.getInst().Content = Content; StateManager.getInst().AddScreen(new IntroState(IDGameState.INTRO)); StateManager.getInst().m_Game = this; base.Initialize(); }
public override void HandleInput(GameTime gameTime, CInput _Input) { CoolDown += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (CoolDown > 2000) { CoolDown = 0; StateManager.getInst().ExitScreen(); StateManager.getInst().AddScreen(new MenuState(IDGameState.MENU)); } GlobalValue.IS_LOCK_KEYBOARD = false; base.HandleInput(gameTime, _Input); }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { if (Math.Abs(Position.Y - oldPosition.Y) < 16) { Velocity = new Vector2(0, -0.1f); } else { Velocity = Vector2.Zero; } base.UpdateMovement(_GameTime, _Input); base.Update(_GameTime, _Input); }
public override void UpdateAnimation(GameTime _GameTime, CInput _Input) { if (Direction == IDDir.LEFT) { Sprite.Effect = SpriteEffects.FlipHorizontally; } if (Direction == IDDir.RIGHT) { Sprite.Effect = SpriteEffects.None; } base.UpdateAnimation(_GameTime, _Input); }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { if (Direction == IDDir.LEFT) { m_Velocity = new Vector2(-0.3f, m_Velocity.Y); } if (Direction == IDDir.RIGHT) { m_Velocity = new Vector2(0.3f, m_Velocity.Y); } base.UpdateMovement(_GameTime, _Input); base.Update(_GameTime, _Input); }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { if (m_Status == IDStatus.ACTIVATE) { m_Velocity = new Vector2(0, -0.05f); } if (oldPosition.Y - m_Position.Y > Sprite.FrameHeight - 1 && m_Status == IDStatus.ACTIVATE && Status != IDStatus.UNACTIVATE)//dung animation chay len { m_Status = IDStatus.ALIVE; m_Velocity = Vector2.Zero; } base.Update(_GameTime, _Input); }
public override void UpdateAnimation(GameTime _GameTime, CInput _Input) { if (m_Status == IDStatus.ALIVE) { //m_Sprite.UpdateAnimation(_GameTime); base.UpdateAnimation(_GameTime, _Input); } else { Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.MISC_IRON_BRICK)); Sprite.Depth = 0.9f; //Sprite.Animation.SetLocalAnimation(); //m_Sprite.Animation.CurFrame = 0; } }
public override void HandleInput(GameTime gameTime, CInput _Input) { CoolDown += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (CoolDown > 2000) { CoolDown = 0; StateManager.getInst().ExitScreen(); StateManager.getInst().AddScreen(new MainGame(IDGameState.MAINGAME)); } GlobalValue.IS_LOCK_KEYBOARD = false; if (_Input.KeyPressed(Keys.Delete)) { GlobalValue.MARIO_LIFE++; } base.HandleInput(gameTime, _Input); }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { if (m_Status == IDStatus.ACTIVATE) { m_Velocity = new Vector2(0, -0.05f); } if (oldPosition.Y - m_Position.Y > Sprite.FrameHeight && m_Status == IDStatus.ACTIVATE) { m_Status = IDStatus.RUN; //m_Velocity = Vector2.Zero; m_Dir = IDDir.RIGHT; } if (m_Status == IDStatus.RUN) { m_Accel.Y = 0.0098f; if (m_Dir == IDDir.LEFT) { //m_Status = IDStatus.RUN; m_Velocity = new Vector2(-0.2f, m_Velocity.Y); } if (m_Dir == IDDir.RIGHT) { //m_Status = IDStatus.RUN; m_Velocity = new Vector2(0.2f, m_Velocity.Y); } } if (m_Velocity.Y > 1.0f) m_Velocity.Y = 1.0f; if (m_Velocity.X > 0.2f) m_Velocity.X = 0.2f; if (m_Velocity.X < -0.2) m_Velocity.X = -0.2f; base.Update(_GameTime, _Input); }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { if (m_Status == IDStatus.ACTIVATE && IDObject == IDObject.ITEM_COIN_ACTIVATED) { Sprite.Animation.FrameStart = 0; Sprite.Animation.TimeAnimation = 50.0f; if (m_Position.Y > oldPosition.Y - Sprite.FrameHeight - 1) { Velocity = new Vector2(0, -.1f); } else { Velocity = Vector2.Zero; } m_StopTime += (float)_GameTime.ElapsedGameTime.Milliseconds; if (m_StopTime >= 400.0f) m_Status = IDStatus.DIE; base.Update(_GameTime, _Input); } }
public override void UpdateAnimation(GameTime _GameTime, CInput _Input) { if (m_Status == IDStatus.ALIVE) { m_Sprite.Animation.FrameStart = 0; m_Sprite.Animation.FrameEnd = 1; } if (m_Status == IDStatus.BEFORE_DIE) { m_Sprite.Animation.CurFrame = 2; } if (Status == IDStatus.SHOOTED) { Sprite.Animation.CurFrame = 0; Sprite.Effect = SpriteEffects.FlipVertically; } base.UpdateAnimation(_GameTime, _Input); }
public void Update(GameTime _GameTime, CInput _Input) { m_GameTime = (float)_GameTime.ElapsedGameTime.TotalMilliseconds; m_Position.X += m_Velocity.X * (float) _GameTime.ElapsedGameTime.TotalMilliseconds; m_Position.Y += m_Velocity.Y * (float) _GameTime.ElapsedGameTime.TotalMilliseconds; m_Velocity.X += m_Accel.X * (float) _GameTime.ElapsedGameTime.TotalMilliseconds; m_Velocity.Y += m_Accel.Y * (float)_GameTime.ElapsedGameTime.TotalMilliseconds; }
/// <summary> /// Phân tích tín hiệu input để xử lý status cho Mario /// </summary> /// <param name="_Input"></param> /// <returns></returns> private void AnalysisInput(CInput _Input) { if (_Input.KeyDown(Keys.Right) && Status != IDStatus.MARIO_JUMP && !m_IsDisableRight) { Direction = IDDir.RIGHT; Accel = new Vector2(0.001f, Accel.Y); Status = IDStatus.MARIO_RUN; } if (_Input.KeyDown(Keys.Left) && Status != IDStatus.MARIO_JUMP && !m_IsDisableLeft) { Direction = IDDir.LEFT; Accel = new Vector2(-0.001f, Accel.Y); Status = IDStatus.MARIO_RUN; } if (_Input.KeyPressed(Keys.Up) && m_IsJumping == false && !m_IsDisableUp && Status != IDStatus.MARIO_ATTACK) { Status = IDStatus.MARIO_JUMP; m_IsJumping = true; Velocity = new Vector2(Velocity.X, -0.35f); if (IDObject == IDObject.SMALL_MARIO) { SoundManager.PlaySound(ESound.SFX_JUMP_SMALL); } if (IDObject == IDObject.FIRE_MARIO|| IDObject == IDObject.SUPER_MARIO) { SoundManager.PlaySound(ESound.SFX_JUMP_BIG); } } if (_Input.KeyDown(Keys.Down) && Status != IDStatus.MARIO_JUMP && !m_IsDisableDown) { //Velocity = Vector2.Zero; Accel = new Vector2(0, Accel.Y); //Status = IDStatus.MARIO_RUN; Status = IDStatus.MARIO_DOWN; } Damping(_Input); }
/// <summary> /// Hãm vận tốc của Mario khi công còn nhận input /// </summary> /// <param name="_Input"></param> /// <returns></returns> private void Damping(CInput _Input) { if (!_Input.KeyDown(Keys.Left) && !_Input.KeyDown(Keys.Right)) { Accel = new Vector2(0, Accel.Y); m_Velocity = new Vector2(m_Velocity.X - m_Velocity.X * 0.1f, m_Velocity.Y); if (Math.Abs(m_Velocity.X) <= 0.001f) { m_Velocity = new Vector2(0.0f, m_Velocity.Y); if(!_Input.KeyDown(Keys.Up) && !_Input.KeyPressed(Keys.Z) && !_Input.KeyDown(Keys.Down) && Status != IDStatus.TELEPORT) { Status = IDStatus.MARIO_STAND; } } } }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { Sprite.Depth = GlobalValue.ENEMY_SPRITE_DEPTH; // Gia tốc trọng trường if (m_Status == IDStatus.ALIVE) { m_Accel = new Vector2(0, 0.0098f); if (m_Direction == IDDir.LEFT) { m_Velocity = new Vector2(-0.03f, m_Velocity.Y); } else if (m_Direction == IDDir.RIGHT) { m_Velocity = new Vector2(0.03f, m_Velocity.Y); } } CheckShooted(_GameTime); if (CoolDown > 600) { Status = IDStatus.DIE; } if (m_Status == IDStatus.SPIN) { if (m_Direction == IDDir.LEFT) { m_Velocity = new Vector2(-0.1f, m_Velocity.Y); } else if (m_Direction == IDDir.RIGHT) { m_Velocity = new Vector2(0.1f, m_Velocity.Y); } } if (m_Status == IDStatus.HIDE) { m_Velocity = new Vector2(0, m_Velocity.Y); } //if (_Input.KeyDown(Microsoft.Xna.Framework.Input.Keys.Space)) //{ // m_Status = IDStatus.DIE_CAN_ATTACK; //} if (m_Velocity.Y > 1.0f) { m_Velocity.Y = 1.0f; } if (m_Velocity.X > 1f) { m_Velocity.X = 1f; } if (m_Velocity.X < -1f) { m_Velocity.X = -1f; } base.Update(_GameTime, _Input); }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { // Gia tốc trọng trường //if (Status == IDStatus.SHOOTED) //{ // m_Velocity.X = 0; //} CheckShooted(_GameTime); #region.Nếu mushroom còn sống if (m_Status == IDStatus.ALIVE) { m_Accel = new Vector2(m_Accel.X, 0.0098f); if (Direction == IDDir.LEFT) { m_Status = IDStatus.ALIVE; m_Velocity = new Vector2(-0.03f, m_Velocity.Y); } if (Direction == IDDir.RIGHT) { m_Status = IDStatus.ALIVE; m_Velocity = new Vector2(0.03f, m_Velocity.Y); } } #endregion if (m_Status == IDStatus.BEFORE_DIE) { m_Velocity = Vector2.Zero; CoolDown += (float)_GameTime.ElapsedGameTime.TotalMilliseconds; } if (CoolDown > 700) { m_Status = IDStatus.DIE; } if (m_Velocity.Y > 1f) m_Velocity.Y = 1f; if (m_Velocity.X > 0.09f) m_Velocity.X = 0.09f; if (m_Velocity.X < -0.09f) m_Velocity.X = -0.09f; base.Update(_GameTime, _Input); }
public override void UpdateAnimation(GameTime _GameTime, CInput _Input) { if (Status != IDStatus.MARIO_STOP && Status != IDStatus.MARIO_AUTO_RUN) { Sprite.Depth = 1.0f; } //Mario nhỏ //Mario chạy if (m_Status == IDStatus.MARIO_RUN) { IsTeleport = false; m_Sprite.Animation.FrameStart = 0; m_Sprite.Animation.FrameEnd = 3; m_Sprite.Animation.TimeAnimation = 80.0f; } //Mario núp lùm if (m_Status == IDStatus.MARIO_DOWN) { //Nếu là mario nhỏ thì frame là 0, còn Mario to trở lên thì frame là 6 if (IDObject == IDObject.SMALL_MARIO) { Sprite.Animation.CurFrame = 0; } else { Sprite.Animation.CurFrame = 6; } //Chỉnh lại sprite depth để có thể núp sau cây cột //Sprite.Depth = 0.1f; } if (Status == IDStatus.MARIO_JUMP) { Sprite.Animation.CurFrame = 5; IsTeleport = false; } //Mario đứng yên tại chỗ if (Status == IDStatus.MARIO_STAND) { Sprite.Animation.CurFrame = 0; } //Mario lên bàn thờ if (m_Status == IDStatus.DIE) { Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.SMALL_MARIO)); Sprite.Animation.CurFrame = 6; } //Mario bắn đạn if (m_Status == IDStatus.MARIO_ATTACK) { m_Sprite.Animation.CurFrame = 5; } if (Status == IDStatus.MARIO_STRIPPED) { if (Position.Y < 174) { Sprite.Animation.CurFrame = 7; } else { Sprite.Animation.CurFrame = 8; } } if (Status == IDStatus.MARIO_WIN) { Sprite.Animation.CurFrame = 8; m_CDWining += (float)_GameTime.ElapsedGameTime.TotalMilliseconds; if (m_CDWining > 500) { SoundManager.PlaySound(ESound.SFX_STAGE_CLEAR); Status = IDStatus.MARIO_AUTO_RUN; m_CDWining = 0; } } if (Status == IDStatus.MARIO_AUTO_RUN) { Velocity = new Vector2(0.05f, Velocity.Y); Direction = IDDir.RIGHT; m_Sprite.Animation.FrameStart = 0; m_Sprite.Animation.FrameEnd = 3; m_Sprite.Animation.TimeAnimation = 80.0f; GlobalValue.IS_LOCK_KEYBOARD = true; } if (Status == IDStatus.MARIO_STOP) { GlobalValue.IS_LOCK_KEYBOARD = true; } if (Status == IDStatus.MARIO_DOWN) { if (IDObject == IDObject.SMALL_MARIO) { Sprite.Animation.CurFrame = 0; } else { Sprite.Animation.CurFrame = 6; } } if (Status == IDStatus.TELEPORT) { GlobalValue.IS_LOCK_KEYBOARD = true; Sprite.Depth = 0.05f; } //Mario bất tử if (m_Status == IDStatus.MARIO_UPCAST) { IsUpCast = true; } if (Status == IDStatus.MARIO_INVINCIBLE) { IsInvincible = true; } if (Status == IDStatus.MARIO_DOWNCAST) { IsDownCast = true; } if (GlobalValue.IS_GO_DOWN) { Direction = IDDir.RIGHT; Sprite.Depth = 0.05f; if (IDObject == IDObject.SMALL_MARIO) { Sprite.Animation.CurFrame = 0; } else { Sprite.Animation.CurFrame = 6; } } if (GlobalValue.IS_GO_UP) { Sprite.Depth = 0.05f; Direction = IDDir.RIGHT; Sprite.Animation.CurFrame = 0; } ManageFreezeTime(_GameTime); DownCast(_GameTime); UpCast(_GameTime); Invincible(_GameTime); #region.Xác định hướng di chuyển if (Direction == IDDir.RIGHT) m_Sprite.Effect = SpriteEffects.None; if(Direction == IDDir.LEFT) m_Sprite.Effect = SpriteEffects.FlipHorizontally; #endregion base.UpdateAnimation(_GameTime, _Input); }
private void UpdateBullet(GameTime _GameTime, CInput _Input) { if (m_Bullet1 != null) { m_Bullet1.UpdateAnimation(_GameTime, _Input); m_Bullet1.UpdateMovement(_GameTime, _Input); } if (m_Bullet2 != null) { m_Bullet2.UpdateAnimation(_GameTime, _Input); m_Bullet2.UpdateMovement(_GameTime, _Input); } }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { if (m_Status == IDStatus.DEACTIVATE) { //if (m_GreenMushroom.Status == IDStatus.UNACTIVATE) { switch (Item.IDObject) { case IDObject.ITEM_COIN_ACTIVATED: SoundManager.PlaySound(ESound.SFX_COIN); GlobalValue.MARIO_SCORE += 100; GlobalValue.MARIO_COIN += 1; break; case IDObject.ITEM_GROW_UP: SoundManager.PlaySound(ESound.SFX_ITEM_APPEAR); if (IDObject.SMALL_MARIO == IDObject.SMALL_MARIO) { Item.IDObject = IDObject.ITEM_SUPER_MUSHROOM; Item.Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.ITEM_SUPER_MUSHROOM)); } if (GlobalValue.ID_MARIO == IDObject.SUPER_MARIO || GlobalValue.ID_MARIO == IDObject.FIRE_MARIO) { Item.IDObject = IDObject.ITEM_FIRE_FLOWER; Item.Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.ITEM_FIRE_FLOWER)); } break; case IDObject.ITEM_1UP_MUSHROOM: SoundManager.PlaySound(ESound.SFX_ITEM_APPEAR); break; case IDObject.ITEM_STARMAN: SoundManager.PlaySound(ESound.SFX_ITEM_APPEAR); break; default: break; } m_Item.Status = IDStatus.ACTIVATE; } m_Status = IDStatus.UNACTIVATE; } if (m_Item != null) { //m_RedMushroom.Update(_GameTime, _Input); //m_GreenMushroom.UpdateMovement(_GameTime, _Input); if (m_Item.Status == IDStatus.DIE) { //m_GreenMushroom = null; } } //base.UpdateMovement(_GameTime, _Input); }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { //CoolDownFire += (float)_GameTime.ElapsedGameTime.TotalMilliseconds; Accel = new Vector2(Accel.X, 0.00098f); if (m_Status == IDStatus.MOVE) { if (Direction == IDDir.LEFT) { m_Velocity = new Vector2(-0.03f, m_Velocity.Y); } if (Direction == IDDir.RIGHT) { m_Velocity = new Vector2(0.03f, m_Velocity.Y); } } if (Status == IDStatus.FIRE) { Velocity = Vector2.Zero; //Direction = tempDirection; if (CoolDown(ref CoolDownBullet, 800, _GameTime)) { //BossBullet b = new BossBullet(new Vector2(this.Position.X, GlobalValue.MARIO_POSITION.Y), this.Direction); //List_Of_Bullet.Add(b); BossBullet b = new BossBullet(new Vector2(this.Position.X, this.Position.Y), this.Direction); GlobalValue.List_Of_Bullet.Add(b); } if (CoolDown(ref CoolDownFire, 1000, _GameTime)) { Status = IDStatus.MOVE; } } if (Boss_Heath_Point <= 0) { Status = IDStatus.DIE; } if (CoolDown(ref CoolDownMove, 3000, _GameTime) && CanFire) { Status = IDStatus.FIRE; } //for (int i = 0; i < List_Of_Bullet.Count; i++) //{ // List_Of_Bullet[i].UpdateMovement(_GameTime, _Input); //} base.UpdateMovement(_GameTime, _Input); base.Update(_GameTime, _Input); }
public override void UpdateMovement(GameTime _GameTime, CInput _Input) { GlobalValue.MARIO_POSITION = this.Position; if (_Input.KeyPressed(Keys.Z) && IDObject == IDObject.FIRE_MARIO) { AddBullet(); if (Sprite.Animation.CurFrame != 5) { Sprite.Animation.CurFrame = 5; Sprite.Animation.SetLocalAnimation(); } Status = IDStatus.MARIO_ATTACK; } // Gia tốc trọng trường if (Status != IDStatus.TELEPORT) { Accel = new Vector2(m_Accel.X, 0.00098f); } if (Status != IDStatus.MARIO_JUMP && Status != IDStatus.DIE && !GlobalValue.IS_LOCK_KEYBOARD) { AnalysisInput(_Input); } //ManageTeleport(_GameTime); UpdateBullet(_GameTime, _Input); ManageBullet(); LimitSpeed(); CheckDead(); base.Update(_GameTime, _Input); }
virtual public void UpdateMovement(GameTime _GameTime, CInput _Input) { //_Input.Update(); }
virtual public void UpdateAnimation(GameTime _GameTime, CInput _Input) { _Input.Update(); m_Sprite.UpdateAnimation(_GameTime); }