public void update(PhysicsEntity actor, GameTime time)
        {
            this.actor = actor;
            if (timer == new TimeSpan (0, 0, 0, 0, millisecondsToWait)) {
                SetMoveDirection ();
                MoveEntity (actor);
            }

            if ((actor.position - nodePositions [nextNode]).LengthSquared() < 2) {
                reachedNode = true;
            }

            if (reachedNode) {
                nextNodeTimer = new TimeSpan (0, 0, 0, 0, nextNodeWaitTime);
                timer -= time.ElapsedGameTime;
                if (timer <= TimeSpan.Zero) {
                    UpdateNodes ();
                }
            } else {
                nextNodeTimer -= time.ElapsedGameTime;
                if (nextNodeTimer <= TimeSpan.Zero) {
                    UpdateNodes ();
                    nextNodeTimer = new TimeSpan (0, 0, 0, 0, nextNodeWaitTime);
                }
            }
        }
        public void update(PhysicsEntity actor, GameTime time)
        {
            if (GameState.Scene ().LineOfSight (actor.getHitBox ().Center, GameScene.player.getHitBox ().Center)) {
                Console.Out.WriteLine ("I see you.");
                Vector2 dir = new Vector2 (GameScene.player.getHitBox().Center.X - actor.getHitBox().Center.X, GameScene.player.getHitBox().Center.Y - actor.getHitBox().Center.Y);
                dir.Normalize ();
                actor.Impulse (dir);

            }
        }
 public void update(PhysicsEntity actor, GameTime time)
 {
     if (timer >= TimeSpan.Zero) {
         timer -= time.ElapsedGameTime;
     } else {
         timer = new TimeSpan (0, 0, 0, 0, 500);
         impulseDir = new Vector2 ((float)rng.NextDouble () - 0.5f, (float)rng.NextDouble () - 0.5f);
         impulseDir.Normalize ();
     }
     actor.Impulse (impulseDir);
 }
 private void MoveEntity(PhysicsEntity actor)
 {
     actor.Impulse (0.2f * moveDirection);
 }