private void MoveUp() { if (!MyScene.GetCollision(X, Y - 1)) { Y--; } else { _facing++; } }
private void MoveLeft() { if (!MyScene.GetCollision(X - 1, Y)) { X--; } else { _facing = Direction.North; } }
private void MoveDown() { if (!MyScene.GetCollision(X, Y + 1)) { Y++; } else { _facing++; } }
private void MoveRight() { if (!MyScene.GetCollision(X + 1, Y)) { X++; } else { _facing++; } }
public void MoveRight(float deltaTime) { if (!MyScene.GetCollision(YAbsolute, Sprite.right + Speed * deltaTime)) { xVelocity = Speed * deltaTime; } else { xVelocity = 0f; _facing = Direction.North; } }
private void MoveDown() { if (!MyScene.GetCollision(X, Y + Speed)) { YVelocity = Speed; } else { YVelocity = 0f; _facing++; } }
private void MoveLeft() { if (!MyScene.GetCollision(X - Speed, Y)) { XVelocity = -Speed; } else { XVelocity = 0f; _facing = Direction.North; } }
private void MoveRight() { if (!MyScene.GetCollision(X + Speed, Y)) { XVelocity = Speed; } else { XVelocity = 0f; _facing++; } }
public void MoveDown(float deltaTime) { if (!MyScene.GetCollision(XAbsolute, Sprite.Bottom + Speed * deltaTime)) { yVelocity = Speed * deltaTime; } else { yVelocity = 0f; _facing = Direction.East; } }
public void MoveLeft(float deltaTime) { if (!MyScene.GetCollision(YAbsolute, Sprite.Left - Speed * deltaTime)) { xVelocity = -Speed * deltaTime; } else { xVelocity = 0f; _facing = Direction.West; } }
public void MoveUP(float deltaTime) { if (!MyScene.GetCollision(XAbsolute, Sprite.Top - Speed * deltaTime)) { yVelocity = -Speed * deltaTime; } else { yVelocity = 0f; _facing = Direction.South; } }
//Move one space up private void MoveDown() { if (Y + 1 >= MyScene.SizeY) { if (MyScene is Room) { Room dest = (Room)MyScene; Travel(dest.South); } Y = 0; } else if (!MyScene.GetCollision(X, Y + 1)) { Y++; } }
//Move one space up private void MoveUp() { if (Y - 1 < 0) { if (MyScene is Room) { Room dest = (Room)MyScene; Travel(dest.North); } Y = MyScene.SizeY - 1; } else if (!MyScene.GetCollision(X, Y - 1)) { Y--; } }
//Move one space to the left private void MoveLeft() { if (X - 1 < 0) { if (MyScene is Room) { Room dest = (Room)MyScene; Travel(dest.West); } X = MyScene.SizeX - 1; } else if (!MyScene.GetCollision(X - 1, Y)) { X--; } }
//Move one space to the right private void MoveRight() { if (X + 1 >= MyScene.SizeX) { if (MyScene is Room) { Room dest = (Room)MyScene; Travel(dest.East); } X = 0; } else if (!MyScene.GetCollision(X + 1, Y)) { X++; } }
private void MoveLeft() { if (x - 1 < 0) { if (MyScene is Room) { Room Dest = (Room)MyScene; Travel(Dest.West); } x = MyScene.SizeX - 1; } else if (!MyScene.GetCollision(x - 1, y)) { x--; } }
private void MoveDown() { if (y + 1 > MyScene.SizeY - 1) { if (MyScene is Room) { Room Dest = (Room)MyScene; Travel(Dest.South); } y = 0; } else if (!MyScene.GetCollision(x, y + 1)) { y++; } }
private void MoveUp() { if (y - 1 < 0) { if (MyScene is Room) { Room Dest = (Room)MyScene; Travel(Dest.North); } y = MyScene.SizeY - 1; } else if (!MyScene.GetCollision(x, y - 1)) { y--; } }
//Move one space to the right private void MoveRight() { if (x + 1 > MyScene.SizeX - 1) { if (MyScene is Room) { Room Dest = (Room)MyScene; Travel(Dest.East); } x = 0; } else if (!MyScene.GetCollision(x + 1, y)) { x++; } }