public override void Update(GameTime gameTime) { previousSpot = position; if (isActive) { SpriteAnimator(gameTime); if (spriteRec.X == 26) { picFrames = 2; } position.X += direction; bubDirtimer -= gameTime.ElapsedGameTime.TotalMilliseconds; if (bubDirtimer <= 0) { position.Y += directionUp; direction = 0; directionUp = -3; bubDeathTime -= gameTime.ElapsedGameTime.TotalMilliseconds; if (bubFinalDest && bubDeathTime <= 0) { bubDeathAnim -= gameTime.ElapsedGameTime.TotalMilliseconds; spriteRec.Y = 26; picFrames = 4; if (bubDeathAnim <= 0) { BubbleHandler.RemoveBubbles(this); isActive = false; Enemy.hit = false; } } } } CollisionHandler.BubbleCollision(this); }
public override void Update(GameTime gameTime) { previousSpot = position; SpriteAnimator(gameTime); // Räkna ner på jumptimers! miniJumpTimer -= gameTime.ElapsedGameTime.TotalMilliseconds; JumpTimer -= gameTime.ElapsedGameTime.TotalMilliseconds; if (gravity < 6 && !isOnGround) { gravity += 0.2f; } if (JumpTimer <= 0 && isOnGround) { gravity = -7; isOnGround = false; JumpTimer = 2250; miniJumpTimer = 225; } else if (miniJumpTimer <= 0 && isOnGround) { gravity = -3; isOnGround = false; miniJumpTimer = 225; } while (direction == 0) { EnemyMovement(); } position.X += direction; position.Y += gravity; isOnGround = false; CollisionHandler.EnemyCollision(this); }
public override void Update(GameTime gameTime) { SoundEffectInstance jmp = Manager.jump.CreateInstance(); SoundEffectInstance beam = Manager.iceBeam.CreateInstance(); previousSpot = position; kState = Keyboard.GetState(); spWidth = 40; if (gravity < 6 && !isOnGround) { gravity += 0.2f; } // Movement System for player(1) if (kState.IsKeyDown(Keys.Left) && isActive) { spriteFx = SpriteEffects.FlipHorizontally; position.X -= 2; direction = -3; SpriteAnimator(gameTime); } else if (kState.IsKeyDown(Keys.Right) && isActive) { spriteFx = SpriteEffects.None; position.X += 2; direction = 3; SpriteAnimator(gameTime); } if (kState.IsKeyDown(Keys.Up) && isOnGround && isActive) { // Om Space trycks ned så ändra spritesektion till hoppa // Få player att hoppa jmp.Play(); gravity = -7; isOnGround = false; } // Om en fiende träffar player, starta respawnTimer och // spawna player igen på x: 300, y: 50 if (!isActive) { respawnTimer -= gameTime.ElapsedGameTime.TotalMilliseconds; if (respawnTimer <= 0) { this.position.X = 300; this.position.Y = 50; isActive = true; respawnTimer = 1500; } } // En timer för att begränsa antalet bubblor. shootCD -= gameTime.ElapsedGameTime.TotalMilliseconds; if (kState.IsKeyDown(Keys.Space) && isActive) { if (shootCD <= 0) { BubbleHandler.AddBubbles(this.position, Manager.bTex, direction); beam.Play(); isActive = true; shootCD = cd; } } if (itemPickedUp) { ItemPickup(); itemPickedUp = false; } if (energy == 0) { Manager.hasLost = true; } position.Y += gravity; isOnGround = false; CollisionHandler.PlayerCollision(this); }