public void Update(GameTime gameTime) { if (gameTime.TotalGameTime.Milliseconds % GameValues.HUDUpdateDelay == 0) { sprite.AdvanceFrame(); } sprite.UpdateSpritePosition(Position); if (GameStateMachine.Instance.GameState.ToString() != "SuperMario.GameStates.TimeScoreAnimationState") { TimeLeft = TimerLife - timeCounter; } }
public void Update(GameTime gameTime) { if (this.IsAlive) { expirationBuffer--; Physics.Move(this); sprite.AdvanceFrame(); sprite.UpdateSpritePosition(this.Position); // Make the fireball die if it's far enough away from Mario. if (this.Position.X > Mario.Instance.Position.X + GameValues.FireBallLeftMaxVisiblePosition || this.Position.X < Mario.Instance.Position.X - GameValues.FireBallRightMaxVisiblePosition) { this.IsAlive = false; } if (expirationBuffer <= 0) { this.IsAlive = false; expirationBuffer = GameValues.FireBallExpirationBuffer; } } else { this.CollisionRectangle = GameValues.EmptyCollisionRectangle; } }
public FloorTile(Vector2 position, Vector2 size, string color) { sprites = new List <AnimatedSprite>(); Position = position; for (int i = 0; i < size.X; i++) { for (int j = 0; j < size.Y; j++) { Vector2 tempPosition = new Vector2(position.X + (i * GameValues.LevelCellSize), position.Y + (j * GameValues.LevelCellSize)); if (color == "Red") { AnimatedSprite sprite = AnimatedSpriteFactory.Instance.BuildFloorTileSprite(tempPosition); sprite.UpdateSpritePosition(tempPosition); sprites.Add(sprite); } else { AnimatedSprite sprite = AnimatedSpriteFactory.Instance.BuildFloorTileBlueSprite(Position); sprite.UpdateSpritePosition(tempPosition); sprites.Add(sprite); } } } CollisionRectangle = new Rectangle((int)position.X, (int)position.Y, GameValues.LevelCellSize * (int)size.X, GameValues.LevelCellSize * (int)size.Y); }
public void Update(GameTime gameTime) { if (IsMoving) { Position = new Vector2(Position.X, Position.Y + YVelocity); } sprite.UpdateSpritePosition(Position); }
public void Update(GameTime gameTime) { flagpole.UpdateSpritePosition(Position); CollisionRectangle = new Rectangle((int)Position.X, (int)Position.Y, flagpole.Texture.Width, flagpole.Texture.Height); }