public override void Update(GameTime gameTime) { _Limiter.Update(gameTime); if (_Limiter.Ready && true) { //Params: //0: x-speed //1: y-speed Particle p = CreateParticle(RNG.Next(-200, 200), RNG.Next(-100, 100), RNG.Next(-100, 100)); p.TimeToLive = 20; p.X = x; p.Y = y; p.Scale = 0.1f; p.Transform = null; p.Transform += SinXFunction; p.Transform += SinYFunction; Animation frame = AnimationFactory.GenerateAnimation(@"Lensflare", 256, 256, 1, 0); p.Sprite = new Sprite(frame, new Vector2(100, 100)); // p.Sprite.Animation.CurrentFrame = RNG.Next(5); this.Add(p); } base.Update(gameTime); }
public override void Update(GameTime gameTime) { base.Update(gameTime); InputLimiter[HORIZONTAL].Update(gameTime); InputLimiter[VERTICAL].Update(gameTime); HandleInput(gameTime); //dropLimiter.Reset(); //dropLimiter.Enabled = false; dropLimiter.Update(gameTime); if (dropLimiter.Ready) { BlockGroup bg = new BlockGroup(1, 1, blockGrid); BlockType bt = (BlockType)RNG.Next(4); bg.Add(new Block(bt), 0, 0); blockGrid.Drop(bg, RNG.Next(blockGrid.NumCols)); } }