public void Update(IPlayer player, IGameTime gameTime) { _thrusterSprite.Update(gameTime); //ToDo Possibly move into physics components as setting up bounds player.Size = _playerShipSprite.Size; player.Origin = _playerShipSprite.Origin; }
public void Update(GameTime gameTime) { game.level.Update(gameTime); logoTimer--; if (logoTimer <= 0) { setLogo = true; logo.Update(gameTime); } game.keyboardController.Update(); menu.Update(); }
public void Update(Enemy enemy, GameTime gameTime) { enemy.position.Y++; enemy.physState.Update(enemy, gameTime); sprite.Update(gameTime); if (enemy.left) { enemy.GoLeft(); } else { enemy.GoRight(); } }
public void Update(GameTime gameTime, Block block) { sprite.Update(gameTime); if (bumpAnimTimer > 0) { bumpAnimTimer--; } else if (isBumped && bumpAnimTimer <= 0) { bumpAnimTimer = 0; block.position.Y += 2; isBumped = false; } }
public void Update(GameTime gameTime) { sprite.Update(gameTime); if (fireballLifespan != 0) { fireballLifespan--; if (left) { GoLeft(); } else { GoRight(); } } position.Y++; }
public void Update(GameTime gameTime) { sprite.Update(gameTime); if (throwingStarLifespan != 0) { throwingStarLifespan--; if (left) { GoLeft(); } else { GoRight(); } } if (throwingStarLifespan < gravityTime) { position.Y += 0.2f; } }
public static void Draw(SpriteBatch sb, String levelname) { if (COINS[currentPlayer] >= 100) { LIVES[currentPlayer]++; COINS[currentPlayer] = 0; SoundPanel.PlaySoundEffect(Sound.powerup1upEffect); } miniCoin.Update(); miniCoin.Draw(sb, 90, 21); if (glowCount % 10 == 0) { glowFrame++; if (glowFrame == 6) { glowFrame = 0; } } glowCount++; String timer = (TIME < 0 ? 0 : TIME).ToString("D3"), points = SCORE[currentPlayer].ToString("D6"), coin = HotDAMN.TEXT_X + COINS[currentPlayer].ToString("D2"); sb.DrawString(Textures.font, playerName[currentPlayer], new Vector2(25, 5), Color.White); sb.DrawString(Textures.font, points, new Vector2(25, 16), Color.White); sb.DrawString(Textures.font, coin, new Vector2(100, 16), Color.White); sb.DrawString(Textures.font, world, new Vector2(140, 5), Color.White); sb.DrawString(Textures.font, levelname.Replace('0', ' '), new Vector2(155, 16), Color.White); sb.DrawString(Textures.font, time, new Vector2(210, 5), Color.White); sb.DrawString(Textures.font, timer, new Vector2(215, 16), Color.White); }
public void Update(GameTime gameTime) { sprite.Update(gameTime); }
public void Update(GameTime gameTime, Block block) { sprite.Update(gameTime); }
public void Update(Enemy enemy, GameTime gameTime) { sprite.Update(gameTime); }