Ejemplo n.º 1
0
        public Mover(Game1 game, int tileX, int tileY, Texture2D texture)
        {
            this.game = game;

            this.tileX = tileX;
            this.tileY = tileY;
            x          = Map.TileToCoordinate(tileX);
            y          = Map.TileToCoordinate(tileY);

            direction = Game1.RIGHT;

            destRect     = new Rectangle((int)x, (int)y, Game1.TILE_SIZE, Game1.TILE_SIZE);
            this.texture = texture;
        }
Ejemplo n.º 2
0
        protected int DistanceFromLastTile()
        {
            switch (direction)
            {
            case Game1.UP:
                return(Map.TileToCoordinate(tileY) - (int)y);

            case Game1.LEFT:
                return(Map.TileToCoordinate(tileX) - (int)x);

            case Game1.RIGHT:
                return((int)x - Map.TileToCoordinate(tileX));

            case Game1.DOWN:
                return((int)y - Map.TileToCoordinate(tileY));

            default:
                return(-1);
            }
        }
Ejemplo n.º 3
0
        public void Update()
        {
            switch (direction)
            {
            case -1:     //this represents staying in place
                break;

            case Game1.UP:
                y -= speed;
                break;

            case Game1.LEFT:
                x -= speed;
                break;

            case Game1.RIGHT:
                x += speed;
                break;

            case Game1.DOWN:
                y += speed;
                break;
            }

            //if it passes an intersection, it will snap back to the intersection, change its direction and move in that direction the amount of lost distance
            int distanceFromLastTile = DistanceFromLastTile();

            if (distanceFromLastTile > Game1.TILE_SIZE || direction == -1)
            {
                switch (direction)
                {
                case -1:     //this represents staying in place
                    break;

                case Game1.UP:
                    y = Map.TileToCoordinate(tileY - 1);
                    break;

                case Game1.LEFT:
                    x = Map.TileToCoordinate(tileX - 1);
                    break;

                case Game1.RIGHT:
                    x = Map.TileToCoordinate(tileX + 1);
                    break;

                case Game1.DOWN:
                    y = Map.TileToCoordinate(tileY + 1);
                    break;
                }

                if (direction != -1)
                {
                    //update tileX and tileY so we can use them at the next intersection
                    tileX = Map.CoordinateToTile((int)x);
                    tileY = Map.CoordinateToTile((int)y);
                }

                bool wasMoving = direction != -1; //this is only used to make it not do anything with turnDistance
                direction = NextDirection();
                if (wasMoving)
                {
                    float turnDistance = distanceFromLastTile - Game1.TILE_SIZE; //this is the amount of distance left over it should travel in this frame in the new direction
                    switch (direction)
                    {
                    case -1:     //this represents staying in place
                        break;

                    case Game1.UP:
                        y -= turnDistance;
                        break;

                    case Game1.LEFT:
                        x -= turnDistance;
                        break;

                    case Game1.RIGHT:
                        x += turnDistance;
                        break;

                    case Game1.DOWN:
                        y += turnDistance;
                        break;
                    }
                }
            }

            checkWrap();

            //update position of destRect
            destRect.X = (int)x - Game1.TILE_SIZE / 2;
            destRect.Y = (int)y - Game1.TILE_SIZE / 2;
        }