示例#1
0
        public Bullet Update(int id, List <int> bulletsToDelete)
        {
            if (_dieing)
            {
                UpdateAnimation();
                if (_animations[_currentAnimation].FinishedPlaying)
                {
                    SetInactive(_id);
                    bulletsToDelete.Add(id);
                }

                return(this);
            }

            --KillTime;
            if (KillTime == 0)
            {
                Clear();
                return(this);
            }

            if (SpawnDelay > 0)
            {
                --SpawnDelay;
            }
            if (SpawnDelay != 0)
            {
                return(this);
            }

            UpdateAnimation();
            Behavior.Update(ref this);

            if (AutomaticCollision)
            {
                if (!_tileMap.CellIsPassableByPixel(CircleCollisionCenter) ||
                    !Camera.WorldRectangle.Contains((int)Position.X, (int)Position.Y))
                {
                    Clear();
                    return(this);
                }
            }

            if (CollisionCircle.Intersects(((Player)VariableProvider.CurrentPlayer).PlayerBulletCollisionCircle))
            {
                Clear();
                return(this);
                //VariableProvider.CurrentPlayer.Send<string>("KILL", null);
            }

            _directionVector.Normalize();
            _lastDirection = Direction;
            _lastPosition  = Position;
            return(this);
        }
示例#2
0
        public void Update(GameTime a_GameTime)
        {
            if (Follow != null)
            {
                if (CollisionCircle.Intersects(Follow.CollisionCircle) == false)
                {
                    Velocity  = Follow.Position - Position;
                    Position += (Vector2.Normalize(Velocity)) * 5;

                    if (Velocity != Vector2.Zero)
                    {
                        ConstantVelocity = Velocity;
                    }
                }
            }
        }