// Movement changes that happens while in the fall state public void Update() { ostrich.nSpeed = 300; ostrich.nAngle = 270; ostrich.MoveLeftRight(); ostrich.WrapAround(); }
public void Update() { ostrich.nSpeed = 800; ostrich.nAngle = 90; Task.Run(() => { Thread.Sleep(100); stateMachine.Change("fall"); }); ostrich.MoveLeftRight(); }
// Moves the Ostrich up and changes to the falling state after 100 miliseconds public void Update() { ostrich.nSpeed = 1000; ostrich.nAngle = 90; Task.Run(() => { Thread.Sleep(100); if (stateMachine.currentState.ToString() == "flap") { stateMachine.Change("fall"); } }); ostrich.MoveLeftRight(); ostrich.WrapAround(); }
public void Update() { ostrich.MoveLeftRight(); }
// Updates the ostrich's position public void Update() { ostrich.MoveLeftRight(); ostrich.WrapAround(); }
public void Update() { ostrich.nSpeed = 100; ostrich.nAngle = 270; ostrich.MoveLeftRight(); }