Ejemplo n.º 1
0
        private void CheckKeys(GameTime gameTime)
        {
            if (!_dying)
            {
                // Movement
                if (InputManager.Instace.KeyDown(Keys.Left) && Math.Abs(_knockbackAcceleration) < 1200f)
                {
                    CharacterSprite.SetDirection(SpriteDirection.Left);
                    _movement = -1.0f;
                }
                else if (InputManager.Instace.KeyDown(Keys.Right) && Math.Abs(_knockbackAcceleration) < 1200f)
                {
                    CharacterSprite.SetDirection(SpriteDirection.Right);
                    _movement = 1.0f;
                }

                _isJumping = InputManager.Instace.KeyDown(Keys.C);

                if (InputManager.Instace.KeyPressed(Keys.C) && _isOnGround)
                {
                    CreateJumpParticles();
                }

                // Attack
                if (!_isAttacking)
                {
                    if (!_isAttacking &&
                        ((_isOnGround && InputManager.Instace.KeyPressed(Keys.X)) || (!_isOnGround && InputManager.Instace.KeyDown(Keys.X))))
                    {
                        StartNormalAttack();
                    }

                    if (InputManager.Instace.KeyPressed(Keys.Z) && !_isAttacking && !_dying)
                    {
                        RequestAttack(ShotAttack);
                    }
                }

                // Run
                _running = InputManager.Instace.KeyDown(Keys.A);
            }
        }
Ejemplo n.º 2
0
        private void CheckKeys(GameTime gameTime)
        {
            if (!_dying)
            {
                // Movement
                if (RequestingMoveLeft() && Math.Abs(_knockbackAcceleration) < 1200f)
                {
                    CharacterSprite.SetDirection(SpriteDirection.Left);
                    _movement = -1.0f;
                }
                else if (RequestingMoveRight() && Math.Abs(_knockbackAcceleration) < 1200f)
                {
                    CharacterSprite.SetDirection(SpriteDirection.Right);
                    _movement = 1.0f;
                }

                _isJumping = InputManager.Instace.Down(InputCommand.Jump);

                if (InputManager.Instace.Pressed(InputCommand.Jump) && _isOnGround)
                {
                    CreateJumpParticles();
                }

                // Attack
                if (!_isAttacking)
                {
                    if (!_isAttacking &&
                        ((_isOnGround && InputManager.Instace.Pressed(InputCommand.Attack)) ||
                         (!_isOnGround && InputManager.Instace.Down(InputCommand.Attack))))
                    {
                        StartNormalAttack();
                    }

                    if (InputManager.Instace.Pressed(InputCommand.Shot) && !_isAttacking && !_dying)
                    {
                        RequestAttack(ShotAttack);
                    }
                }
            }
        }