protected lastDirectionX lastDirection; // The last direction

        #endregion Fields

        #region Constructors

        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="game">Instance of base game</param>
        /// <param name="position">Position</param>
        /// <param name="gravity">The gravity that shal be applyed</param>
        public Character(Game game, World world, Vector2 position)
            : base(game, world, position)
        {
            size = new Point(75, 75);
            animData = new AnimationData();
            inAir = false;
            lastDirection = lastDirectionX.RIGHT;
            inGoal = false;
        }
Ejemplo n.º 2
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        protected lastDirectionX lastDirection; // The last direction

        #endregion Fields

        #region Constructors

        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="game">Instance of base game</param>
        /// <param name="position">Position</param>
        /// <param name="gravity">The gravity that shal be applyed</param>
        public Character(Game game, Point position, Vector2 gravity)
            : base(game, position)
        {
            this.gravity = gravity;
            collisionManager.RegisterObject(this); // Add this character to collision's list.
            size = new Point(75, 75);
            animData = new AnimationData();
            inAir = false;
            lastDirection = lastDirectionX.RIGHT;
            inGoal = false;
        }
 /// <summary>
 /// Save last direction of player
 /// </summary>
 public void SaveLastDirection()
 {
     if (velocity.X > 0.0f)
     {
         lastDirection = lastDirectionX.RIGHT;
     }
     else if (velocity.X < 0.0f)
     {
         lastDirection = lastDirectionX.LEFT;
     }
 }