public override void Update(Character[] c, int id, Map map) { Me = c[id]; if (JobFrame < 0f) { var r = Rand.GetRandomFloat(0f, 1f); if (r < 0.6f) { Job = JobMeleeChase; JobFrame = Rand.GetRandomFloat(2f, 4f); Targ = FindTarg(c); } else if (r < 0.8f) { Job = JobAvoid; JobFrame = Rand.GetRandomFloat(1f, 2f); Targ = FindTarg(c); } else { Job = JobIdle; JobFrame = Rand.GetRandomFloat(.5f, 1f); } } base.Update(c, id, map); }
public virtual void Update(float gameTime, Map map, ParticleManager pMan, Character[] c) { Location += Trajectory*gameTime; Frame -= gameTime; if (Frame < 0) KillMe(); }
public Bucket(int size, Map map) { bucketItem = new BucketItem[64]; Size = size; _map = map; for (var i = 0; i < bucketItem.Length; i++) bucketItem[i] = null; }
public Hud(SpriteBatch sprite, Texture2D spritesTex, Texture2D nullTex, Character[] character, Map map) { _sprite = sprite; _spritesTex = spritesTex; _character = character; _map = map; _nullTex = nullTex; _scoreDraw = new ScoreDraw(_sprite, _spritesTex); }
public override void Update(float gameTime, Map map, ParticleManager pMan, Character[] c) { if (Frame < 0.5f) { if (Trajectory.Y < -10) Trajectory.Y += gameTime * 500; if (Trajectory.X < -10) Trajectory.X += gameTime * 150; if (Trajectory.X > 10) Trajectory.X -= gameTime * 150; } base.Update(gameTime, map, pMan, c); }
public override void Update(float gameTime, Map map, ParticleManager pMan, Character[] c) { Trajectory.Y += gameTime * 100f; if (Trajectory.X < -10f) Trajectory.X += gameTime * 200f; if (Trajectory.X > 10f) Trajectory.X -= gameTime * 200f; Rotation = GlobalFunctions.GetAngle(Vector2.Zero, Trajectory); base.Update(gameTime, map, pMan, c); }
public override void Update(float gameTime, Map map, ParticleManager pMan, Character[] c) { if (HitManager.CheckHit(this, c, pMan)) Frame = 0f; if (map.CheckParticleCol(Location)) { Frame = 0f; pMan.MakeBulletDust(Location, Trajectory); } base.Update(gameTime, map, pMan, c); }
public virtual void Update(Character[] c, int id, Map map) { Me = c[id]; Me.KeyLeft = false; Me.KeyRight = false; Me.KeyUp = false; Me.KeyDown = false; Me.KeyAttack = false; Me.KeySecondary = false; Me.KeyJump = false; JobFrame -= Game1.FrameTime; DoJob(c, id); }
public MapScript(Map map) { _map = map; Flags = new MapFlags(32); Lines = new MapScriptLine[128]; }
public override void Update(float gameTime, Map map, ParticleManager pMan, Character[] c) { HitManager.CheckHit(this, c, pMan); KillMe(); }
public void UpdateParticles(float frameTime, Map map, Character[] c) { for (var i = 0; i < _particles.Length; i++) { var particle = _particles[i]; if (particle == null) continue; particle.Update(frameTime, map, this, c); if (!particle.Exists) _particles[i] = null; } }
protected override void Initialize() { _map = new Map("start"); CharDefs[(int)CharacterType.Guy] = new CharDef("chars/guy"); CharDefs[(int)CharacterType.Zombie] = new CharDef("chars/zombie"); _characters[0] = new Character(new Vector2(100, 100), CharDefs[(int)CharacterType.Guy], 0, Character.TeamGoodGuys) { Map = _map }; _screenSize.X = GraphicsDevice.Viewport.Width; _screenSize.Y = GraphicsDevice.Viewport.Height; base.Initialize(); _particleManager = new ParticleManager(_spriteBatch); }