private void DashUpdate(float deltaTime) { mDashTimer.Update(deltaTime); if (mDashTimer.Rate() <= 0.3f) { mVelocity.X = GameDevice.Instance().GetRandom().Next(-1, 2) * mSpeed; } else { mVelocity.Y = 0; mVelocity.X = ((int)mCurrentDir - 2) * (mDashSpeed - (mDashTimer.Rate() * 500)); if (mHitPoint <= mMaxHitPoint / 2) { mVelocity.X = ((int)mCurrentDir - 2) * (mDashSpeed * 1.2f - (mDashTimer.Rate() * 500)); } } if (mDashTimer.IsTime()) { mDashTimer.Initialize(); mAttackState = AttackState.Stay; if (mHitPoint <= mMaxHitPoint / 3) { mAttackState = AttackState.Attack; } } }
private void JumpUpdate(float deltaTime) { mJumpTimer.Update(deltaTime); if (mJumpTimer.Rate() <= 0.1f) { mVelocity.Y = -mJumpPower; if (mHitPoint <= mMaxHitPoint / 2) { mVelocity.Y = -mJumpPower * 1.2f; } } mVelocity.X = ((int)mCurrentDir - 2) * mSpeed; if (mHitPoint <= mMaxHitPoint / 2) { mVelocity.X = ((int)mCurrentDir - 2) * mSpeed * 1.2f; } if (mJumpTimer.IsTime()) { mJumpTimer.Initialize(); mAttackState = AttackState.Stay; } }
protected void DrawFadeIn() { GameDevice.Instance().GetRenderer().DrawTexture("fade", Vector2.Zero, 1 - mFadeTimer.Rate()); }