public void Update(GameTime gametime) { /* * if (player.Velocity == Vector2.Zero && animator.CurrentAnimation.Name != "idle") * { * animator.ChangeAnimation("idle"); * } */ animator.Update(gametime); }
/// <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) { // Allows the game to exit if ((GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) || Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Escape)) { this.Exit(); } // TODO: Add your update logic here m_character.Location = new Vector2(320, 380); m_character.Scale = 0.75f; m_character.Rotation = 0.0f; m_character.FlipX = false; m_character.FlipY = false; m_character.Update(gameTime); base.Update(gameTime); }
public override void Update(GameTime gameTime) { base.Update(gameTime); animator.Location = Position + new Vector2(0, 256 * animator.Scale / 2); animator.Update(gameTime); // Haetaan lähin monsteri. Monster nearest = Game.Instance.GameObjects.FindNearest <Monster>(Position) as Monster; if (nearest != null) { targetingComponent.ChangeTarget(nearest); } // Jos monsteri on jo kuollut ja se on vieläkin targettina, clearitaan target. if (!Game.Instance.ContainsGameObject(nearest)) { nearest = null; targetingComponent.ClearTarget(); } animator.FlipX = Velocity.X < 0; }