/// <summary> /// Updates the moon spinner. /// </summary> /// <param name="elapsedTime">Time elapsed</param> public MoonSpinner(uint id, ContentManager content, Vector2 position) : base(id) { Health = 40; this.position = position; this.Score = 26; spritesheet = content.Load<Texture2D>("Spritesheets/newsh2.shp.000000"); spriteBounds[(int)spinState.S0].X = 0; spriteBounds[(int)spinState.S0].Y = 170; spriteBounds[(int)spinState.S0].Width = 24; spriteBounds[(int)spinState.S0].Height = 20; spriteBounds[(int)spinState.S1].X = 24; spriteBounds[(int)spinState.S1].Y = 170; spriteBounds[(int)spinState.S1].Width = 24; spriteBounds[(int)spinState.S1].Height = 20; spriteBounds[(int)spinState.S2].X = 48; spriteBounds[(int)spinState.S2].Y = 170; spriteBounds[(int)spinState.S2].Width = 24; spriteBounds[(int)spinState.S2].Height = 20; spriteBounds[(int)spinState.S3].X = 72; spriteBounds[(int)spinState.S3].Y = 170; spriteBounds[(int)spinState.S3].Width = 24; spriteBounds[(int)spinState.S3].Height = 20; spriteBounds[(int)spinState.S4].X = 96; spriteBounds[(int)spinState.S4].Y = 170; spriteBounds[(int)spinState.S4].Width = 24; spriteBounds[(int)spinState.S4].Height = 20; spriteBounds[(int)spinState.S5].X = 120; spriteBounds[(int)spinState.S5].Y = 170; spriteBounds[(int)spinState.S5].Width = 24; spriteBounds[(int)spinState.S5].Height = 20; spriteBounds[(int)spinState.S6].X = 144; spriteBounds[(int)spinState.S6].Y = 170; spriteBounds[(int)spinState.S6].Width = 24; spriteBounds[(int)spinState.S6].Height = 20; spriteBounds[(int)spinState.S7].X = 168; spriteBounds[(int)spinState.S7].Y = 170; spriteBounds[(int)spinState.S7].Width = 24; spriteBounds[(int)spinState.S7].Height = 20; ss = spinState.S0; }
/// <summary> /// Updates the moon spinner. /// </summary> /// <param name="elapsedTime">Time elapsed</param> public MoonSpinner(uint id, ContentManager content, Vector2 position) : base(id) { Health = 40; this.position = position; spritesheet = content.Load <Texture2D>("Spritesheets/newsh2.shp.000000"); spriteBounds[(int)spinState.S0].X = 0; spriteBounds[(int)spinState.S0].Y = 170; spriteBounds[(int)spinState.S0].Width = 24; spriteBounds[(int)spinState.S0].Height = 20; spriteBounds[(int)spinState.S1].X = 24; spriteBounds[(int)spinState.S1].Y = 170; spriteBounds[(int)spinState.S1].Width = 24; spriteBounds[(int)spinState.S1].Height = 20; spriteBounds[(int)spinState.S2].X = 48; spriteBounds[(int)spinState.S2].Y = 170; spriteBounds[(int)spinState.S2].Width = 24; spriteBounds[(int)spinState.S2].Height = 20; spriteBounds[(int)spinState.S3].X = 72; spriteBounds[(int)spinState.S3].Y = 170; spriteBounds[(int)spinState.S3].Width = 24; spriteBounds[(int)spinState.S3].Height = 20; spriteBounds[(int)spinState.S4].X = 96; spriteBounds[(int)spinState.S4].Y = 170; spriteBounds[(int)spinState.S4].Width = 24; spriteBounds[(int)spinState.S4].Height = 20; spriteBounds[(int)spinState.S5].X = 120; spriteBounds[(int)spinState.S5].Y = 170; spriteBounds[(int)spinState.S5].Width = 24; spriteBounds[(int)spinState.S5].Height = 20; spriteBounds[(int)spinState.S6].X = 144; spriteBounds[(int)spinState.S6].Y = 170; spriteBounds[(int)spinState.S6].Width = 24; spriteBounds[(int)spinState.S6].Height = 20; spriteBounds[(int)spinState.S7].X = 168; spriteBounds[(int)spinState.S7].Y = 170; spriteBounds[(int)spinState.S7].Width = 24; spriteBounds[(int)spinState.S7].Height = 20; ss = spinState.S0; }
public override void Update(float elapsedTime) { PlayerShip ps = ScrollingShooterGame.Game.Player; Vector2 pp = new Vector2(ps.Bounds.Center.X, ps.Bounds.Center.Y); Vector2 dp = pp - this.position; if (dp.LengthSquared() < 90000) { dp.Normalize(); this.position += dp * elapsedTime * 100; } if (sc == 1) { if (ss == spinState.S0) { ss = spinState.S1; } else if (ss == spinState.S1) { ss = spinState.S2; } else if (ss == spinState.S2) { ss = spinState.S3; } else if (ss == spinState.S3) { ss = spinState.S4; } else if (ss == spinState.S6) { ss = spinState.S5; } else if (ss == spinState.S5) { ss = spinState.S6; } else if (ss == spinState.S7) { ss = spinState.S0; } sc = 0; } else { sc++; } }
public override void Update(float elapsedTime) { PlayerShip ps = ScrollingShooterGame.Game.Player; Vector2 pp = new Vector2(ps.Bounds.Center.X, ps.Bounds.Center.Y); Vector2 dp = pp - this.position; if (dp.LengthSquared() < 90000) { dp.Normalize(); this.position += dp * elapsedTime * 100; } if (sc == 1) { if (ss == spinState.S0) ss = spinState.S1; else if (ss == spinState.S1) ss = spinState.S2; else if (ss == spinState.S2) ss = spinState.S3; else if (ss == spinState.S3) ss = spinState.S4; else if (ss == spinState.S6) ss = spinState.S5; else if (ss == spinState.S5) ss = spinState.S6; else if (ss == spinState.S7) ss = spinState.S0; sc = 0; } else { sc++; } }