Dodgeball.Game.Player.Update C# (CSharp) Method

Update() public method

public Update ( ) : void
return void
        public override void Update()
        {
            if(((PlayState)G.state).state != State.Panning) {
            updateAnimation();
            updatePhysics();
            updateHeading();
              }

              parryTimer += G.elapsed;

              rightTriggerWasHeld = rightTriggerHeld;
              if(G.input.Triggers(playerIndex).Right > 0.3) {
            rightTriggerHeld = true;
              } else {
            rightTriggerHeld = false;
              }

              leftTriggerWasHeld = leftTriggerHeld;
              if(G.input.Triggers(playerIndex).Left > 0.3) {
            leftTriggerHeld = true;
              } else {
            leftTriggerHeld = false;
              }

              if(this.ball != null) {
            if(charge > 0) {
              Mode = SpriteMode.Charge;
            } else {
              Mode = SpriteMode.Hold;
            }
            ball.x = x + BALL_OFFSEET_X;
            ball.y = y + BALL_OFFSEET_Y;
            if(rightTriggerHeld && !parrying) {
              retical.visible = true;
              rightTriggerHeld = true;
              maxSpeed = CHARGE_RUN_SPEED;
              if(charge < maxCharge)
            charge += chargeAmount * G.elapsed;
              charge = MathHelper.Clamp(charge, minCharge, maxCharge);
            } else {
              retical.visible = false;
              charge = MathHelper.Clamp(charge, minCharge, maxCharge);
              if(rightTriggerWasHeld) FlingBall();
              rightTriggerHeld = false;
              maxSpeed = MAX_RUN_SPEED;
              charge = 0;
            }
            if(G.input.JustPressed(playerIndex, Buttons.A) ||
              G.input.JustPressed(playerIndex, Buttons.LeftShoulder)) {
              dropBall();
            }
              } else {
            Mode = SpriteMode.Neutral;
            charge = 0;
              }

              if(!leftTriggerWasHeld && leftTriggerHeld) {
            parry();
              }

              if(throwing || hurt || parrying) Mode = SpriteMode.Misc;
              if(parrying && ball != null) {
            sheetOffset.X = characterOffset.X + (graphicWidth * 2);
              } else {
            sheetOffset.X = characterOffset.X;
              }

              base.Update();
        }