public void Frames(GameTime gameTime) { time += speed * gameTime.DeltaTime(); rectFrame += speed * gameTime.DeltaTime(); // time = MathHelper.Clamp(time, 0, clip.Count); if (_loop) { if (time >= clip.Count) { rectFrame = 1f; time = 0F; } } if (time < clip.Count) { for (int i = 0; i < clip.Count; i++) { if (rectFrame >= (int)time) { rect = clip[(int)time]; } } } //Console.WriteLine(" / " + rectFrame + " / " + time); }
public override void OnKeyDown(Keys key, GameTime gameTime, CurrentKeyState currentKeyState) { if (_menu.Focused) { _menu.OnKeyDown(key, gameTime, currentKeyState); return; } switch (key) { case Keys.W: case Keys.Up: Camera.OffsetPosition(new Vector2(0, -ScrollSpeed / Camera.Zoom) * gameTime.DeltaTime()); break; case Keys.S: case Keys.Down: Camera.OffsetPosition(new Vector2(0, ScrollSpeed / Camera.Zoom) * gameTime.DeltaTime()); break; case Keys.A: case Keys.Left: Camera.OffsetPosition(new Vector2(-ScrollSpeed / Camera.Zoom, 0) * gameTime.DeltaTime()); break; case Keys.D: case Keys.Right: Camera.OffsetPosition(new Vector2(ScrollSpeed / Camera.Zoom, 0) * gameTime.DeltaTime()); break; } }
public void Update(GameTime gameTime) { pos += vel * speed * gameTime.DeltaTime(); duration -= gameTime.DeltaTime() * 1000; if (duration <= 0) { dead = true; vel = new Vector2(0); ignore_collision = true; } Sprite.Update(gameTime); }
public void Update(GameTime gameTime) { UpdateMoveVec(); pos += vel * speed * gameTime.DeltaTime(); Sprite.Update(gameTime); }
public override void Update(GameTime gameTime) { // Reduce invincible timer if needed if (_invincibleTimer > 0.0f) { _invincibleTimer -= gameTime.DeltaTime(); } // Calculate player rectangle to be used bay enemies, pacdots and power pellets _area = new Rectangle(_position, new Point(Game1.TileSize)); if (_position == _targetPosition) { HandleInput(); } else { // Move player Vector2 vec = _targetPosition.ToVector2() - _position.ToVector2(); vec.Normalize(); _position = (_position.ToVector2() + (vec * _speed)).ToPoint(); if ((_position.X + _position.Y) % 8 == 0) { _frame++; if (_frame > 1) { _frame = 0; } } } }
public void Update(GameTime gameTime) { AnimExplosionDuration -= (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (AnimExplosionDuration < 0) { AnimExplosionDuration = 0; } Sprite.Update(gameTime); ExplosionSprite?.Update(gameTime); if (dead) { return; } UpdateMoveVec(); attack_cooldown -= gameTime.DeltaTime() * 1000; if (spawned && !spawnFinished) { SpawnEffectDuration -= (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (SpawnEffectDuration > 0) { SpawnEffectSprite.Update(gameTime); } else { spawnFinished = true; active = true; } } }
protected override void Update(GameTime gameTime) { MouseState mouse = Mouse.GetState(); { grid.SelectedCell = grid.GetCellAt(mouse.Position); if (_canPlace) { if (mouse.LeftButton == ButtonState.Pressed && _lastMouse.LeftButton == ButtonState.Released) { if (grid.SelectedCell.HasValue) { grid.SetColorUser(grid.SelectedCell.Value.X, grid.SelectedCell.Value.Y, true); CheckDone(); } } if (mouse.RightButton == ButtonState.Pressed && _lastMouse.RightButton == ButtonState.Released) { if (grid.SelectedCell.HasValue) { grid.SetColorUser(grid.SelectedCell.Value.X, grid.SelectedCell.Value.Y, false); CheckDone(); } } if (mouse.MiddleButton == ButtonState.Pressed && _lastMouse.MiddleButton == ButtonState.Released) { if (grid.SelectedCell.HasValue) { grid.SetMaybe(grid.SelectedCell.Value.X, grid.SelectedCell.Value.Y, !grid.GetMaybe(grid.SelectedCell.Value.X, grid.SelectedCell.Value.Y)); } } } ButtonInput(mouse, _lastMouse); } _lastMouse = mouse; if (solve) { if ((solveTime -= gameTime.DeltaTime()) <= 0.0f) { solveTime = SolveStepTime; if (!grid.SolveCell()) { solve = false; } CheckDone(); } } base.Update(gameTime); }
// return true when done public bool MoveTowards(Vector3 targetPos, Vector3 targetLookAt, float targetFOV, float targetMoveSecs, float closeEnough) { Transform thisT = _thisCamera.transform; targetMoveSecs *= GameTime.GetRate(); if (_bMoving) { thisT.position = Vector3.SmoothDamp(thisT.position, targetPos, ref _curVel, targetMoveSecs); if (Vector3.Distance(thisT.position, targetPos) < closeEnough) { _bMoving = false; logger.Debug($"MoveTowards() - Not moving"); } } if (_bRotating) { Vector3 relativePos = targetLookAt - thisT.position; Quaternion targetRotation = Quaternion.LookRotation(relativePos); var step = kMaxRotRate * GameTime.DeltaTime(); thisT.rotation = Quaternion.RotateTowards(thisT.rotation, targetRotation, step); // gotten there? Note that the rotation can't be considered done until the motion is done // Since the latter affects the former if ((_bMoving == false) && (Quaternion.Angle(thisT.rotation, targetRotation) < 5)) { _bRotating = false; } } if (_bZooming) { if (targetFOV <= 0) { _bZooming = false; } else { float dt = (Time.time - _moveStartTime) / (targetMoveSecs * 2); float ang = Mathf.Lerp(_moveStartFOV, targetFOV, dt); _thisCamera.fieldOfView = ang; // gotten there? if (dt >= 1.0) { _bZooming = false; } } } if (!(_bMoving || _bRotating || _bZooming)) { logger.Debug("MoveTowards() - Got there"); } return(!(_bMoving || _bRotating || _bZooming)); // true if "we are there" }
public override void Update(GameTime gameTime) { //movex = transform.position.X -= 25 * gameTime.DeltaTime(); if (Keyboard.GetState().IsKeyDown(Keys.Left)) { gameObject.GetComponent <Transform>().Move(-speed * gameTime.DeltaTime(), 0); } else if (Keyboard.GetState().IsKeyDown(Keys.Right)) { gameObject.GetComponent <Transform>().Move(speed * gameTime.DeltaTime(), 0); } else if (Keyboard.GetState().IsKeyDown(Keys.Down)) { gameObject.GetComponent <Transform>().Move(0, speed * gameTime.DeltaTime()); } else if (Keyboard.GetState().IsKeyDown(Keys.Up)) { gameObject.GetComponent <Transform>().Move(0, -speed * gameTime.DeltaTime()); } if (Keyboard.GetState().IsKeyDown(Keys.Space) && !keyState.IsKeyDown(Keys.Space)) { GameObject tomato = new GameObject(); tomato.AddComponent(new Tomato()); tomato.GetComponent <Transform>().position = gameObject.GetComponent <Transform>().position; GameObject.Instantiate(tomato); } if (Keyboard.GetState().IsKeyDown(Keys.Q) && !keyState.IsKeyDown(Keys.Q)) { SceneManager.LoadScene(new AnotherOne()); } keyState = Keyboard.GetState(); gameObject.GetComponent <Transform>().position.Y = MathHelper.Clamp(gameObject.GetComponent <Transform>().position.Y, 0, Screen.bounds.Height - gameObject.GetComponent <Sprite>().rect.Height *gameObject.GetComponent <Sprite>().scale); gameObject.GetComponent <Transform>().position.X = MathHelper.Clamp(gameObject.GetComponent <Transform>().position.X, 0, Screen.bounds.Width - gameObject.GetComponent <Sprite>().rect.Width *gameObject.GetComponent <Sprite>().scale); }
// Update is called once per frame void Update() { //gameNetPerfMarker.Begin(); gameNet.Loop(); //gameNetPerfMarker.End(); //backendPerfMarker.Begin(); beamApp.Loop(GameTime.DeltaTime()); //backendPerfMarker.End(); }
public void ApplyMovement(GameTime gameTime) { var delta = gameTime.DeltaTime(); if (Rotation != TargetRotation) { if (Math.Abs(Rotation - TargetRotation) < 1.0f) { Rotation = TargetRotation; } else { if (Rotation < TargetRotation) { if (Math.Abs(Rotation - TargetRotation) < 180.0f) { Rotation += TurnSpeed * delta; } else { Rotation -= TurnSpeed * delta; } } else { if (Math.Abs(Rotation - TargetRotation) < 180.0f) { Rotation -= TurnSpeed * delta; } else { Rotation += TurnSpeed * delta; } } } if (Rotation < 0.0f) { Rotation += 360.0f; } else if (Rotation > 360.0f) { Rotation -= 360.0f; } } var forwardVector = new Vector2(0f, -1f); var rotaterMatrix = Matrix.CreateRotationZ(MathHelper.ToRadians(Rotation)); forwardVector = Vector2.TransformNormal(forwardVector, rotaterMatrix); Velocity = forwardVector * MoveSpeed; Position += Velocity * delta; }
public override void update() { _curAngle += GameTime.DeltaTime() * _degPerSec * Mathf.Deg2Rad; Vector3 pos = new Vector3(_radius * Mathf.Cos(_curAngle), _height, _radius * Mathf.Sin(_curAngle)); pos += _offset; pos += _targetObj.transform.position; _theGameCam.transform.position = pos; _theGameCam.transform.LookAt(_targetObj.transform.position + _offset); }
public virtual void Update(GameTime gameTime) { var delta = gameTime.DeltaTime(); foreach (var weapon in Weapons) { weapon.CurrentCooldown -= (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (weapon.CurrentCooldown <= 0) { weapon.CurrentCooldown = 0; } } if (!IsShieldActive) { ShieldCooldown -= (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (ShieldCooldown <= 0) { ShieldCooldown = 0; ActivateShield(); } } else { if (CurrentShieldHP <= 0) { DeactivateShield(); } CurrentShieldHP += (CurrentShieldRegenRate + GameplayState.UpgradeManager.BonusShieldRegen) * delta; if (CurrentShieldHP > BaseShieldHP) { CurrentShieldHP = BaseShieldHP; } } if (IsMoving) { ApplyMovement(gameTime); } ShieldSprite.Update(gameTime); StateMachine.Update(gameTime); foreach (var weapon in Weapons) { if (weapon.MountType == MountType.Turret) { AIHelper.HandleTurret(this, weapon, gameTime); } } } // Update
public override void Update(GameTime gameTime) { // Reduce run away timer _isRunningAway = _runAwayTimer > 0.0f; if (_isRunningAway) { _runAwayTimer -= gameTime.DeltaTime(); } // Reduce cooldown if (_cooldown > 0.0f) { _cooldown -= gameTime.DeltaTime(); return; } Move(); Intersections(); }
public void Update(GameTime gameTime) { if (Velocity != Vector2.Zero) { var delta = gameTime.DeltaTime(); _position += Velocity * delta; } _view.X = (int)_position.X; _view.Y = (int)_position.Y; CheckBoundingBox(); }
public override void update() { if (_bike == null) // target went away (gameobject refs get autonulled on destroy) { _theGameCam.SetMode(CamModeID.kNormal).init(_theGameCam); // when we get there switch to "normal" } else { Vector3 posOffset = new Vector3(0, _height, -_radius); Vector3 pos = TargetCamPos(_bike, posOffset); Vector3 lookAt = TargetCamLookat(_bike, _lookAngle, _viewHeight); _theGameCam.MoveTowards(pos, lookAt, -1, .2f, kZeroDist); float lookSign = Mathf.Sign(_lookAngle); float absLA = Mathf.Max(0, Math.Abs(_lookAngle) - (GameTime.DeltaTime() * _lookDecayRate)); _lookAngle = lookSign * absLA; } }
// Update is called once per frame protected void Update() { float frameMs = GameTime.DeltaTime(); if (bMoving) { transform.localPosition = Vector3.SmoothDamp(transform.localPosition, targetPos, ref curVel, switchSecs); if (Vector3.Distance(transform.localPosition, targetPos) < kZeroDist) { bMoving = false; curVel = Vector3.zero; } } secsLeft -= frameMs; if (secsLeft <= 0) { mgr?.RemoveToast(this); } }
private void UpdateScaling(GameTime gameTime) { if (_scaleDirection == ScaleDirection.None) { return; } Scale += (_scaleChangePerSecond * gameTime.DeltaTime()) * (float)_scaleDirection; if (_scaleDirection == ScaleDirection.ScaleUp && Scale >= _targetScale) { _scaleDirection = ScaleDirection.None; Scale = _targetScale; IsScaling = false; } else if (_scaleDirection == ScaleDirection.ScaleDown && Scale <= _targetScale) { _scaleDirection = ScaleDirection.None; Scale = _targetScale; IsScaling = false; } }
public override void Update(GameTime gameTime) { if (Vector2.Distance(Target.Position, ParentShip.Position) <= FollowDistance) { if (Target.IsMoving) { ParentShip.MoveSpeed = Target.MoveSpeed; ParentShip.SetDestination(Target.Position); } else { ParentShip.StopMovement(); } Target.RepairArmour(RepairRate * gameTime.DeltaTime()); } else { ParentShip.MoveSpeed = ParentShip.BaseMoveSpeed; ParentShip.SetDestination(Target.Position); } }
public void Update(GameTime gameTime) { // Doors don't unlock until the opening animation plays, the duration is open_time if (unlocking) { open_timer += gameTime.DeltaTime(); if (open_timer >= open_time) { locked = false; unlocking = false; open_timer = 0.0f; if (!draw_if_unlocked) { draw = false; } } } if (animated) { Sprite.Update(gameTime); } }
private void UpdateFade(GameTime gameTime) { if (_fadeDirection == FadeDirection.None) { return; } _fadeTransparency += (_fadeChangePerSecond * gameTime.DeltaTime()) * (float)_fadeDirection; if (_fadeDirection == FadeDirection.FadeIn && _fadeTransparency >= _targetTransparency) { _fadeTransparency = _targetTransparency; _fadeDirection = FadeDirection.None; IsFading = false; } else if (_fadeDirection == FadeDirection.FadeOut && _fadeTransparency <= _targetTransparency) { _fadeTransparency = _targetTransparency; _fadeDirection = FadeDirection.None; IsFading = false; } Colour.A = (byte)_fadeTransparency; }
private void UpdateRotation(GameTime gameTime) { if (_rotationDirection == RotationDirection.None) { return; } float change = _rotationChangePerSecond * gameTime.DeltaTime(); if (_rotationAmount - change < 0) { change = _rotationAmount; } Rotation += change * (float)_rotationDirection; _rotationAmount -= change; if (_rotationAmount <= 0) { _rotationDirection = RotationDirection.None; IsRotating = false; } }
public void Update(GameTime gameTime) { Rotation += RotationSpeed * gameTime.DeltaTime(); }
public virtual void Update(GameTime gameTime) { var delta = gameTime.DeltaTime(); ShieldSprite.Update(gameTime); StateMachine.Update(gameTime); Position += Velocity * delta; foreach (var weapon in Weapons) { weapon.CurrentCooldown -= (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (weapon.CurrentCooldown <= 0) { weapon.CurrentCooldown = 0; } } if (!IsShieldActive) { ShieldCooldown -= (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (ShieldCooldown <= 0) { ShieldCooldown = 0; ActivateShield(); } } else { if (CurrentShieldHP <= 0) { DeactivateShield(); } else { CurrentShieldHP += CurrentShieldRegenRate * delta; if (CurrentShieldHP > BaseShieldHP) { CurrentShieldHP = BaseShieldHP; } } } if (Moving) { TargetRotation = GetAngleToTarget(Destination); if (Rotation != TargetRotation) { if (TargetRotation > Rotation) { Rotation += TurnSpeed * gameTime.DeltaTime(); if (Rotation > TargetRotation) { Rotation = TargetRotation; } } else { Rotation -= TurnSpeed * gameTime.DeltaTime(); if (Rotation < TargetRotation) { Rotation = TargetRotation; } } } var forwardVector = new Vector2(0f, -1f); var rotaterMatrix = Matrix.CreateRotationZ(MathHelper.ToRadians(Rotation)); forwardVector = Vector2.TransformNormal(forwardVector, rotaterMatrix); Velocity = forwardVector * MoveSpeed; } } // Update
protected override void Update(GameTime gameTime) { inputManager.Update(gameTime.DeltaTime()); base.Update(gameTime); }
public override void Update(GameTime gameTime) { movex = gameObject.GetComponent <Transform>().position.X -= 250 * gameTime.DeltaTime(); }
public void Update(GameTime gameTime) { var pos = MathHelper.Clamp(rigidbody.Position.X, 0, ConvertUnits.ToSimUnits(Screen.width - rect.Width)); rigidbody.Position = new Vector2(pos, rigidbody.Position.Y); buttonPressed = false; if (Keyboard.GetState().IsKeyDown(Keys.D)) { rigidbody.Position = new Vector2(rigidbody.Position.X + moveSpeed * gameTime.DeltaTime(), rigidbody.Position.Y); buttonPressed = true; flip = SpriteEffects.None; if (grounded && aniState != AnimationState.Jump) { aniState = AnimationState.Walk; } } else if (Keyboard.GetState().IsKeyDown(Keys.A)) { rigidbody.Position = new Vector2(rigidbody.Position.X - moveSpeed * gameTime.DeltaTime(), rigidbody.Position.Y); buttonPressed = true; flip = SpriteEffects.FlipHorizontally; if (grounded && aniState != AnimationState.Jump) { aniState = AnimationState.Walk; } } if (ControlInput.IsKeyPressed(Keys.Space) && grounded && aniState != AnimationState.Jump) { rigidbody.ApplyForce(new Vector2(0f, jumpForce)); aniState = AnimationState.Jump; } if (ControlInput.IsKeyPressed(Keys.R)) { rigidbody.Position = ConvertUnits.ToSimUnits(initPos); rigidbody.ResetDynamics(); } Raycast(); if (!grounded && aniState != AnimationState.Jump) { aniState = AnimationState.Fall; } else if (!grounded && rigidbody.LinearVelocity.Y > 0) { aniState = AnimationState.Fall; } else if (grounded && !buttonPressed && aniState != AnimationState.Jump) { aniState = AnimationState.Idle; } else if (grounded && aniState == AnimationState.Jump && !ControlInput.IsKeyPressed(Keys.Space)) { aniState = AnimationState.Idle; } // Console.WriteLine(grounded + " / " + aniState); //Console.WriteLine(rigidbody.LinearVelocity.Y); setClip(); animator.Frames(gameTime); animator.Update(gameTime); rect = animator.UpdateRect; }
public virtual void Update(GameTime gameTime) { Duration -= gameTime.ElapsedGameTime.TotalMilliseconds; Position += Velocity * gameTime.DeltaTime(); }