public void variateSprite(GameTime gameTime) { float duration = 0.1f; if (auxAtitude != atitude) { auxAtitude = atitude; variation = 0; } if (auxState != enemy.actorState) { variation = 0; auxState = enemy.actorState; } variateWalking(); currentTime += (float)gameTime.ElapsedGameTime.TotalSeconds; if (currentTime >= duration) { variation++; currentTime -= duration; } if (variation >= 4) { variation = 0; } }
private void variateSprite(GameTime gameTime) { float duration = 0.1f; if (auxState != max.actorState) { variation = 0; auxState = max.actorState; } int auxVar = 63 * (variation % 6); switch (auxState) { case Actor.Actor.ActorState.moveUp: max.source = new Rectangle(63 + (auxVar), 170, 63, 85); break; case Actor.Actor.ActorState.moveDown: max.source = new Rectangle(63 + (auxVar), 0, 63, 85); break; case Actor.Actor.ActorState.moveRight: max.source = new Rectangle(63 + (auxVar), 85, 63, 85); break; case Actor.Actor.ActorState.moveLeft: max.source = new Rectangle(63 + (auxVar), 255, 63, 85); break; } currentTime += (float)gameTime.ElapsedGameTime.TotalSeconds; if (currentTime >= duration) { variation++; currentTime -= duration; } if (variation >= 6) { variation = 0; } }
public void variateSprite(GameTime gameTime) { float duration = 0.1f; if (auxState != max.actorState) { variation = 0; auxState = max.actorState; } currentTime += (float)gameTime.ElapsedGameTime.TotalSeconds; if (currentTime >= duration) { variation++; currentTime -= duration; } variateWalking(); if (variation >= 5) { variation = 0; } }
public void Enter() { auxState = Actor.Actor.ActorState.idle; }
public void Enter() { auxState = enemy.actorState; }