public void Update(ref int numKilled, Hero hero) { heroLight.Position = new Vector2(hero.position.X, -hero.position.Y); for (int i = 0; i < projectiles.Count; i++) { projectiles[i].Update(mobs.ToList <Unit>()); if (projectiles[i].done) { projectiles.RemoveAt(i); i--; } } for (int i = 0; i < mobs.Count; i++) { mobs[i].Update(hero); if (mobs[i].isDead) { numKilled++; hero.xp += mobs[i].xp; if (hero.xp >= hero.xpMax) { hero.xp -= hero.xpMax; hero.xpMax = (int)(hero.xpMax * 1.3); hero.niv++; } mobs.RemoveAt(i); i--; } } for (int i = 0; i < spawnPoints.Count; i++) { spawnPoints[i].Update(); if (spawnPoints[i].isDead) { spawnPoints.RemoveAt(i); i--; } } timeLight.UpdateTimer(); if (timeLight.Test()) { Random rand = new Random(); foreach (Light light in mapLights) { float val; if (light.Color == Color.White) { val = rand.Next(45, 50); } else { val = rand.Next(15, 50); } light.Scale = new Vector2(val); } timeLight.ResetToZero(); } }
public override void Update() { spawnTimer.UpdateTimer(); if (spawnTimer.Test()) { SpawnMob(); spawnTimer.ResetToZero(); } base.Update(); }
public override void Update() { cooldown.UpdateTimer(); cooldown2.UpdateTimer(); // Mouvement if ((Global.inputs.IsPressed(Input.Left) || Global.inputs.IsPressed(Keys.Q))) { position.X -= speed; --Velocity.X; // Test colision if (Global.collision.IsCollision(BoudingBox)) { position.X += speed; ++Velocity.X; } } if ((Global.inputs.IsPressed(Input.Right) || Global.inputs.IsPressed(Keys.D))) { position.X += speed; ++Velocity.X; // Test colision if (Global.collision.IsCollision(BoudingBox)) { position.X -= speed; --Velocity.X; } } if ((Global.inputs.IsPressed(Input.Up) || Global.inputs.IsPressed(Keys.Z))) { position.Y -= speed; --Velocity.Y; // Test colision if (Global.collision.IsCollision(BoudingBox)) { position.Y += speed; ++Velocity.Y; } } if ((Global.inputs.IsPressed(Input.Down) || Global.inputs.IsPressed(Keys.S))) { position.Y += speed; ++Velocity.Y; // Test colision if (Global.collision.IsCollision(BoudingBox)) { position.Y -= speed; --Velocity.Y; } } if ((Global.inputs.IsPressed(Input.RightStick) || Global.inputs.IsPressed(MouseInput.LeftButton)) && cooldown.Test()) { cooldown.ResetToZero(); Global.gameplay.world.map.AddProjectile(new Bullet(position, this, Global.inputs.GetMousePositionVector())); } if ((Global.inputs.IsPressed(Input.LeftStick) || Global.inputs.IsPressed(MouseInput.RightButton)) && cooldown2.Test()) { cooldown2.ResetToZero(); Global.gameplay.world.map.AddProjectile(new Bolt(position, this, Global.inputs.GetMousePositionVector())); } rotation = Global.RotateTowards(position, Global.inputs.GetMousePositionVector()); // Global.camera.Pos += cameraDirection * speed; base.Update(); }