Example #1
0
        public virtual void Update(IMap map, float seconds)
        {
            if (changed > 0)
                changed--;
            _map = map;
            _lastlastSpeed = _lastSpeed;
            _lastSpeed = Speed;
            if (_moveSet)
            {
                Move(_moveVector.X, _moveVector.Y, true);
            }

            if (!wallCollision) _speed.Y += gravity * seconds;
            if (_speed.X < 0) Left = true;
            else if (_speed.X > 0) Left = false;
            //Making sure we don't glitch through walls
            //_lastlastSpeed = _lastSpeed;
            //_lastPosition = _position;

            _body.Update(seconds * 1000f);

            wallCollision = false;
            TryMove(_speed * seconds);

            if (wallCollision)
                _speed.Y = 0;

            if (!map.MapBoundaries.Contains((int)MidPosition.X, (int)MidPosition.Y))
            {
                GetDamage(10);
            }

            _map.DoPlayerEvents(this);

            _invincibleTime -= seconds;
            _speed.X = 0;
            attackCooldown -= seconds;

            if (attackerTimeout > -1)
            {
                attackerTimeout -= seconds;
                if (attackerTimeout < 0)
                    attackerID = -1;
            }
            else if (attackerTimeout < -1)
            {
                attackerTimeout = 0;
                if (_hp < _maxhp)
                {
                    //this.GetDamage(-1);
                }
            }
            if (_onGround || wallCollision)
                airstun = false;
            if (stunTimeout <= 0 && !airstun)
                stunned = false;
            stunTimeout -= seconds;

            //Make sure that hasStoppedMoving is only set for one frame
            //when this guy stops moving
            if (wasMoving > 0)
            {
                hasStoppedMoving = false;
                wasMoving--;
            }
            else if (wasMoving == 0)
            {
                hasStoppedMoving = true;
                _moveVector = Vector2.Zero;
                wasMoving--;
            }
            else
                hasStoppedMoving = false;
        }