Ejemplo n.º 1
0
 private void MoveDown()
 {
     if (!CurrentScene.GetCollision(X, Y + 1))
     {
         Y++;
     }
     else
     {
         _facing++;
     }
 }
Ejemplo n.º 2
0
 private void MoveLeft()
 {
     if (!CurrentScene.GetCollision(X - 1, Y))
     {
         X--;
     }
     else
     {
         _facing = Direction.North;
     }
 }
Ejemplo n.º 3
0
 private void MoveRight()
 {
     if (!CurrentScene.GetCollision(X + 1, Y))
     {
         X++;
     }
     else
     {
         _facing++;
     }
 }
Ejemplo n.º 4
0
 private void MoveUp()
 {
     if (!CurrentScene.GetCollision(X, Y - 1))
     {
         Y--;
     }
     else
     {
         _facing++;
     }
 }
Ejemplo n.º 5
0
 private void MoveRight(float deltaTime)
 {
     if (!CurrentScene.GetCollision(Sprite.Right + Speed * deltaTime, YAbsolute))
     {
         XVelocity = Speed * deltaTime;
     }
     else
     {
         XVelocity = 0f;
         _facing++;
     }
 }
Ejemplo n.º 6
0
 //move one space up
 private void MoveUp(float deltaTime)
 {
     if (!CurrentScene.GetCollision(XAbsolute, Sprite.Top - Speed * deltaTime))
     {
         YVelocity = -Speed * deltaTime;
     }
     else
     {
         YVelocity = 0f;
         _facing++;
     }
 }
Ejemplo n.º 7
0
 private void MoveLeft(float deltaTime)
 {
     if (!CurrentScene.GetCollision(Sprite.Left - Speed * deltaTime, YAbsolute))
     {
         XVelocity = -Speed * deltaTime;
     }
     else
     {
         XVelocity = 0f;
         _facing   = Direction.North;
     }
 }
Ejemplo n.º 8
0
 private void MoveDown(float deltaTime)
 {
     if (!CurrentScene.GetCollision(XAbsolute, Sprite.Bottom + speed * deltaTime))
     {
         YVelocity = speed * deltaTime;
     }
     else
     {
         YVelocity = 0f;
         _facing++;
     }
 }
Ejemplo n.º 9
0
 private void MoveUp(float deltaTime)
 {
     // Move Up if the space is clear
     if (!CurrentScene.GetCollision(XAbsolute, Sprite.Top - Speed * deltaTime))
     {
         YVelocity = -Speed * deltaTime;
     }
     // Otherwise stop and change direction
     else
     {
         YVelocity = 0f;
         _facing++;
     }
 }
Ejemplo n.º 10
0
 private void MoveLeft(float deltaTime)
 {
     // Move Left if the space is clear
     if (!CurrentScene.GetCollision(Sprite.Left - Speed * deltaTime, YAbsolute))
     {
         XVelocity = -Speed * deltaTime;
     }
     // Otherwise stop and change direction
     else
     {
         XVelocity = 0f;
         _facing   = 0;
     }
 }
Ejemplo n.º 11
0
 private void MoveDown(float deltaTime)
 {
     //move down if the space is clear
     if (!CurrentScene.GetCollision(XAbsolute, Sprite.Bottom + Speed * deltaTime))
     {
         YVelocity = Speed * deltaTime;
     }
     //Otherwise stop and change direction
     else
     {
         YVelocity = 0f;
         _facing++;
     }
 }
Ejemplo n.º 12
0
 //Move one space to the right
 private void MoveRight()
 {
     if (X + 1 >= CurrentScene.SizeX)
     {
         if (CurrentScene is Room)
         {
             Room dest = (Room)CurrentScene;
             Travel(dest.East);
         }
         X = 0;
     }
     else if (!CurrentScene.GetCollision(X + 1, Y))
     {
         X++;
     }
 }
Ejemplo n.º 13
0
 //Move one space to the left
 private void MoveLeft()
 {
     if (X - 1 < 0)
     {
         if (CurrentScene is Room)
         {
             Room dest = (Room)CurrentScene;
             Travel(dest.West);
         }
         X = CurrentScene.SizeX - 1;
     }
     else if (!CurrentScene.GetCollision(X - 1, Y))
     {
         X--;
     }
 }
Ejemplo n.º 14
0
 //Move one space to the down
 private void MoveDown()
 {
     if (Y + 1 >= CurrentScene.SizeY)
     {
         if (CurrentScene is Room)
         {
             Room dest = (Room)CurrentScene;
             Travel(dest.South);
         }
         Y = 0;
     }
     else if (!CurrentScene.GetCollision(X, Y + 1))
     {
         Y++;
     }
 }
Ejemplo n.º 15
0
 //Move one space to the up
 private void MoveUp()
 {
     if (Y - 1 < 0)
     {
         if (CurrentScene is Room)
         {
             Room dest = (Room)CurrentScene;
             Travel(dest.North);
         }
         Y = CurrentScene.SizeY - 1;
     }
     else if (!CurrentScene.GetCollision(X, Y - 1))
     {
         Y--;
     }
 }