/// <summary> /// Update all Sprites on this Screen. /// </summary> public virtual void Update() { if (BackgroundSprite != null) { BackgroundSprite.Update(); } Sprites.Update(); for (int i = 0; i < AdditionalSprites.Count; i++) { if (AdditionalSprites[i] is ISprite) { (AdditionalSprites[i] as ISprite).Update(); } } }
public virtual void Update(GameTime gameTime) { if (currentState.Equals(ItemState.Moving) || currentState.Equals(ItemState.Bounce)) { MovingTime++; } if (MovingTime >= maxMovingTime) { itemSprite = null; } if (itemSprite != null && currentState != ItemState.Taken) { if (currentState.Equals(ItemState.Moving)) { HandleHorizontalMovement(); Fall(gameTime); } if (this.isInBlock) { this.isInvisible = false; yDifference = moveUpVelocity * ((float)gameTime.ElapsedGameTime.Milliseconds / FIFTY); if (position.Y + this.itemSprite.Height > originalY) { position.Y -= yDifference; } else { this.Move(); this.isInBlock = false; } } itemSprite.Update(gameTime, (int)position.X, (int)position.Y); } }
public virtual void Update(GameTime gameTime) { if (currentHealth != EnemyHealth.Flipped && deathTime >= deathTimeMax) { currentSprite = null; } if (currentSprite != null) { if (isSeen == true) { isMoving = true; } else { isMoving = false; } if (currentHealth == EnemyHealth.Flipped) { DeathAnimation(); } if (currentHealth != EnemyHealth.Normal) { deathTime++; } HandleHorizontalMovement(); Fall(gameTime); currentSprite.Update(gameTime, (int)position.X, (int)position.Y); } }
public void Update(GameTime gameTime) { if (!explode) { fireballLife = fireballLife - (float)gameTime.ElapsedGameTime.TotalSeconds; if (fireballLife <= 0) { IsRemove = true; } else { if (IsLeft) { FireballPhysicalProperty.MoveLeft(); } else { FireballPhysicalProperty.MoveRight(); } } } else { explodeTime = explodeTime - (float)gameTime.ElapsedGameTime.TotalSeconds; if (explodeTime <= 0) { IsRemove = true; } } FireballPhysicalProperty.Update(gameTime); sprite.Update(gameTime); }
public void Update() { if (koopa.shell) { koopa.shellDuration--; if (koopa.shellDuration == 0) { koopa.shell = false; koopa.state.BeIdle(); koopa.speed.velocity.X = koopa.enemySpeed.velocity.X; koopa.shellDuration = ConstantNumber.SHELL_DURATION; } } if (koopa.moveLeft) { Left(); } else { Right(); } if (!koopa.isOnGround) { Fall(); } koopaSprite.Update(); }
public void Update() { if (body.Awake) { if (state is EnemyIdleState) { state = new EnemyWalkingState(this); state.Walk(); } sprite.Update(); if (Math.Abs((initial - body.BottomCenter.X)) > range / 2) { ChangeDirection(); state.Walk(); } } else { if (state is EnemyWalkingState) { state = new EnemyIdleState(this); state.Idle(); } } }
public void Update() { scoreTextSprite.Text = fixText(GameUtilities.EmptyString + ScoringSystem.Player1Score.Score, scoreLength); coinSprite.Update(); coinTextSprite.Text = HUDUtilities.MultiplicationSign + fixText(GameUtilities.EmptyString + CoinSystem.Instance.Coins, coinLength); timeTextSprite.Text = fixText(GameUtilities.EmptyString + MarioAttributes.Time, timeLength); }
public void Update(GameTime gameTime) { Coin.Update(0.6f); if (gameTime == null) { throw new ArgumentNullException(nameof(gameTime)); } if (Mode == 0) { GameMenu.Update(1); } else if (Mode == 2) { GameOver.Update(1); } else if (Mode == 3) { GameWin.Update(1); } else if (Mode == 1) { //will not change when arrives 0, or pulse the game, or Mario wins (touch the flag) RestOfTime -= (RestOfTime > 0 && !Scene.Mario.Win && !Stage.Pulse) ? (float)gameTime.ElapsedGameTime.TotalSeconds : 0; if (RestOfTime < 0) { Scene.Mario.Suicide(); RestOfTime = 0; } currScene.Update(gameTime); } }
public virtual void Update(GameTime gameTime) { if (currentSprite != null) { currentSprite.Update(gameTime, (int)posX, (int)posY); } }
/// <inheritdoc/> public void Update() { if (sprite.CurrentFrame < sprite.TotalFrames - 1) { sprite.Update(); } }
public void Update(GameTime gameTime) { if (ShouldLowerFlag) { sprite.Update(gameTime); } }
public new void Update(GameTime gameTime) { ApplyForce(SimpleForce.gravity); ApplyForce(direction); base.Update(gameTime); lakituBallSprite.Update(gameTime); }
public void Update() { if (Game1.Instance.isPkMode) { triggered = true; Fall(); } else if (moveUp) { Up(); } else if (triggered) { if (moveLeft) { Left(); } else { Right(); } if (!isOnGround) { Fall(); } } mushroomSprite.Update(); }
public void Update(GameTime gameTime) { koopa.Physics.Update(gameTime); koopa.EnemyPhysics.KoopaMove(); sprite.Update(gameTime); koopa.EnemyPhysics.EnemyWalk(); }
public void Update() { topLeft.Update(); topRight.Update(); botLeft.Update(); botRightl.Update(); }
public void Update() { currentDelay++; if (currentDelay == totalDelay) { selectorSprite.Update(); currentDelay = 0; } if (game.currentMode.Equals("normal")) { offsetMultiplier = 0; } else if (game.currentMode.Equals("hard")) { offsetMultiplier = 1; } else if (game.currentMode.Equals("sudden death")) { offsetMultiplier = 2; } else if (game.currentMode.Equals("puzzle")) { offsetMultiplier = 3; } selectorSprite.Y = normalY + offsetMultiplier * selectorOffset; }
public override bool Update() { if (!base.Update()) { return(false); } if (m_needLayout) { Relayout(); } if (m_label != null) { m_label.Update(); } if (m_cursor != null) { m_cursor.Alpha = (int)(Math.Sin(WindowController.Instance.GetTime() / 1000.0f) * 255 + 128.5f); // blinks every 2 seconds m_cursor.Update(); } return(true); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } GameKeyboard.Update(); /// gameGamePad.Update(); sprite.Update(); base.Update(gameTime); //KeyboardState keyboardstate = Keyboard.GetState(); //if (keyboardstate.IsKeyDown(Keys.D0)) // Exit(); // animatedSprite.Update(); // staticSpriteUpdown.Update(); // animatedSpriteLeftRight.Update(); //if (keyboardstate.IsKeyDown(Keys.D1)) // sprite = staticSprite; //if (keyboardstate.IsKeyDown(Keys.D2)) // sprite = animatedSprite; // if (keyboardstate.IsKeyDown(Keys.D3)) // sprite = staticSpriteUpdown; // if (keyboardstate.IsKeyDown(Keys.D4)) // sprite = animatedSpriteLeftRight; }
public void Update(float timeOfFrame) { if (MarioState.GetPowerType == MarioState.PowerType.Died && !Parameters.HasGravity) { Clock += timeOfFrame; if (Clock >= 20) { Parameters.SetVelocity(0, -10); Parameters.HasGravity = true; Clock = 0; } } /* * In this Sprint, I cannot make Mario jumpHigher in JumpingState because the system read input per Update, not * read each 100ms (the frequency of collision update) */ if (JumpHigher) { Parameters.SetVelocity(Math.Abs(Parameters.Velocity.X), Parameters.Velocity.Y - 0.5f); JumpHigher = false; } if (Parameters.Velocity.Y > 0 && timeOfFrame > 0 && !Dive && MarioState.GetActionType != MarioState.ActionType.Other) { ChangeToFalling();//change to falling } CurrentSprite.Update(timeOfFrame); DivingAndShooting(); }
public void Update() { if (moveUp) { Up(); } else if (triggered) { if (moveLeft) { Left(); } else { Right(); } if (!isOnGround && falling) { Fall(); } else { Rise(); } } starSprite.Update(); }
//update public void Update(GameTime gameTime) { ElapsedFrames += (float)gameTime.ElapsedGameTime.TotalSeconds * 60; sprite.WasHit = WasHit; if (WasHit) { if (ElapsedFrames > 5) { WasHit = false; ElapsedFrames = 0; } } Boundary = new Rectangle((int)Location.X, (int)Location.Y, (int)WidthHeight.X, (int)WidthHeight.Y); if (bump) { bump = false; if (GetBlockType().Equals(Blocks.BRICK)) { sprite = new BrickBlockSprite((int)Location.X, (int)Location.Y, false, true); } else if (GetBlockType().Equals(Blocks.USED)) { sprite = new UsedBlockSprite((int)Location.X, (int)Location.Y); } } sprite.Update(gameTime); }
public void Update() { if (_currentDistanceAway == ReturnDistance * 2) { _sprite.Hide(); } UpdateFlippedDirection(); switch (_direction) { case Direction.Up: _location.Y -= DistancePerFrame; break; case Direction.Down: _location.Y += DistancePerFrame; break; case Direction.Left: _location.X -= DistancePerFrame; break; case Direction.Right: _location.X += DistancePerFrame; break; default: throw new ArgumentOutOfRangeException(); } _currentDistanceAway += DistancePerFrame; Bounds = new Rectangle(_location.ToPoint(), Bounds.Size); _sprite.Update(); }
public void Update() { if (moveUp) { Up(); } if (triggered) { if (moveLeft) { Left(); } else { Right(); } if (!isOnGround) { Fall(); } } poisonMushroomSprite.Update(); }
public override void Update() { if (goingUp) { if (block.position != desLocation) { block.position.Y--; } else { goingUp = false; } } else { if (block.position != originalLocation) { block.position.Y++; } else { block.state = new BrickBlockState(block); } } bumpedBrickBlockSprite.Update(); }
public void Update() { if (!type.Equals(GUIType.text)) { sprite.Update(); } }
public void Update(GameTime gameTime) { goomba.Physics.Update(gameTime); goomba.EnemyPhysics.GoombaMove(); sprite.Update(gameTime); goomba.EnemyPhysics.EnemyWalk(); }
public void Update(GameTime gameTime) { lakitu.MarioDistanceCollision.Handle(this.lakitu, game); lakitu.Movement.MoveEntity(lakitu, lakitu.Speed * gameTime.ElapsedGameTime.Milliseconds / 1000f, 0); AboveMario(lakitu.Position); lakituSprite.Update(gameTime); }
public void Update() { if (goomba.killed) { goomba.timer--; if (goomba.timer == 0) { goomba.killed = false; goomba.Disappear(); } } if (goomba.moveLeft) { Left(); } else { Right(); } if (!goomba.isOnGround) { goomba.Fall(); } goombaSprite.Update(); }
public new void Update(GameTime gameTime) { if (Interval == 1) { Boom(); } else if (Interval > 1) { --Interval; } if (!boom) { if (Interval == 0 && !DisableGravity) { ApplyForce(SimpleForce.gravity); } ApplyForce(direction); base.Update(gameTime); fireballSprite.Update(gameTime); } if (game.Mario.Position.X >= Position.X && game.Mario.Position.X <= Position.X + 1.5 && game.Mario.Position.Y - game.Mario.Bounds.Height + 1 <= Position.Y && game.Mario.Position.Y + game.Mario.Bounds.Height + game.Mario.Bounds.Y >= Position.Y + 0.25) { game.Mario.CauseDamage(); } }
public void Update() { if (coolDown > 0) { coolDown--; } sprite.Update(); }