Example #1
0
    void Update()
    {
        // run left
        if (xa.isLeft && !xa.onRope && !xa.onLadder && !xa.falling && currentAnim != xa.anim.WalkLeft)
        {
            currentAnim = xa.anim.WalkLeft;
            mySprite.Play("runLeft");
        }
        if (!xa.isLeft && !xa.onRope && !xa.falling && currentAnim != xa.anim.StandLeft && xa.facingDir == 1)
        {
            currentAnim = xa.anim.StandLeft;
            mySprite.Play("standLeft");             // stand left
        }

        // run right
        if (xa.isRight && !xa.onRope && !xa.onLadder && !xa.falling && currentAnim != xa.anim.WalkRight)
        {
            currentAnim = xa.anim.WalkRight;
            mySprite.Play("runRight");
        }
        if (!xa.isRight && !xa.onRope && !xa.falling && currentAnim != xa.anim.StandRight && xa.facingDir == 2)
        {
            currentAnim = xa.anim.StandRight;
            mySprite.Play("standRight");             // stand left
        }

        // climb
        if (xa.isUp && xa.onLadder && currentAnim != xa.anim.Climb)
        {
            currentAnim = xa.anim.Climb;
            mySprite.Play("climb");
        }
        if (!xa.isUp && xa.onLadder && currentAnim != xa.anim.ClimbStop && xa.facingDir == 3)
        {
            currentAnim = xa.anim.ClimbStop;
            mySprite.ShowFrame(1);             // climb left
        }

        if (xa.isDown && xa.onLadder && currentAnim != xa.anim.Climb)
        {
            currentAnim = xa.anim.Climb;
            mySprite.Play("climb");
        }
        if (!xa.isDown && xa.onLadder && currentAnim != xa.anim.ClimbStop && xa.facingDir == 4)
        {
            currentAnim = xa.anim.ClimbStop;
            mySprite.ShowFrame(1);             // climb left
        }

        // rope
        if (xa.isLeft && xa.onRope && currentAnim != xa.anim.RopeLeft)
        {
            currentAnim = xa.anim.RopeLeft;
            mySprite.Play("ropeLeft");
        }
        if (!xa.isLeft && xa.onRope && currentAnim != xa.anim.HangLeft && xa.facingDir == 1)
        {
            currentAnim = xa.anim.HangLeft;
            mySprite.ShowFrame(6);             // hang left
        }

        if (xa.isRight && xa.onRope && currentAnim != xa.anim.RopeRight)
        {
            currentAnim = xa.anim.RopeRight;
            mySprite.Play("ropeRight");
        }
        if (!xa.isRight && xa.onRope && currentAnim != xa.anim.HangRight && xa.facingDir == 2)
        {
            currentAnim = xa.anim.HangRight;
            mySprite.ShowFrame(9);             // hang right
        }

        // falling
        if (xa.falling && currentAnim != xa.anim.FallLeft && xa.facingDir == 1)
        {
            currentAnim = xa.anim.FallLeft;
            mySprite.ShowFrame(2);             // fall left
        }
        if (xa.falling && currentAnim != xa.anim.FallRight && xa.facingDir == 2)
        {
            currentAnim = xa.anim.FallRight;
            mySprite.ShowFrame(3);             // fall right
        }

        // shooting
        if (xa.shooting && currentAnim != xa.anim.ShootLeft && xa.facingDir == 1)
        {
            currentAnim = xa.anim.ShootLeft;
            mySprite.ShowFrame(10);             // shoot left
        }
        if (xa.shooting && currentAnim != xa.anim.ShootRight && xa.facingDir == 2)
        {
            currentAnim = xa.anim.ShootRight;
            mySprite.ShowFrame(11);             // shoot right
        }
    }
Example #2
0
	void Update() 
	{
		// run left
		if(xa.isLeft && !xa.onRope && !xa.onLadder && !xa.falling && currentAnim != xa.anim.WalkLeft)
		{
			currentAnim = xa.anim.WalkLeft;
			mySprite.Play("runLeft");
		}
		if(!xa.isLeft && !xa.onRope && !xa.falling && currentAnim != xa.anim.StandLeft && xa.facingDir == 1)
		{
			currentAnim = xa.anim.StandLeft;
			mySprite.ShowFrame(13); // stand left
		}
		
		// run right
		if(xa.isRight && !xa.onRope && !xa.onLadder && !xa.falling && currentAnim != xa.anim.WalkRight)
		{
			currentAnim = xa.anim.WalkRight;
			mySprite.Play("runRight");
		}
		if(!xa.isRight && !xa.onRope && !xa.falling && currentAnim != xa.anim.StandRight && xa.facingDir == 2)
		{
			currentAnim = xa.anim.StandRight;
			mySprite.ShowFrame(16); // stand left
		}
		
		// climb
		if(xa.isUp && xa.onLadder && currentAnim != xa.anim.Climb)
		{
			currentAnim = xa.anim.Climb;
			mySprite.Play("climb");
		}
		if(!xa.isUp && xa.onLadder && currentAnim != xa.anim.ClimbStop && xa.facingDir == 3)
		{
			currentAnim = xa.anim.ClimbStop;
			mySprite.ShowFrame(1); // climb left
		}
		
		if(xa.isDown && xa.onLadder && currentAnim != xa.anim.Climb)
		{
			currentAnim = xa.anim.Climb;
			mySprite.Play("climb");
		}
		if(!xa.isDown && xa.onLadder && currentAnim != xa.anim.ClimbStop && xa.facingDir == 4)
		{
			currentAnim = xa.anim.ClimbStop;
			mySprite.ShowFrame(1); // climb left
		}
		
		// rope
		if(xa.isLeft && xa.onRope && currentAnim != xa.anim.RopeLeft)
		{
			currentAnim = xa.anim.RopeLeft;
			mySprite.Play("ropeLeft");
		}
		if(!xa.isLeft && xa.onRope && currentAnim != xa.anim.HangLeft && xa.facingDir == 1)
		{
			currentAnim = xa.anim.HangLeft;
			mySprite.ShowFrame(6); // hang left
		}
		
		if(xa.isRight && xa.onRope && currentAnim != xa.anim.RopeRight)
		{
			currentAnim = xa.anim.RopeRight;
			mySprite.Play("ropeRight");
		}
		if(!xa.isRight && xa.onRope && currentAnim != xa.anim.HangRight && xa.facingDir == 2)
		{
			currentAnim = xa.anim.HangRight;
			mySprite.ShowFrame(9); // hang right
		}
		
		// falling
		if(xa.falling && currentAnim != xa.anim.FallLeft && xa.facingDir == 1)
		{
			currentAnim = xa.anim.FallLeft;
			mySprite.ShowFrame(2); // fall left
		}
		if(xa.falling && currentAnim != xa.anim.FallRight && xa.facingDir == 2)
		{
			currentAnim = xa.anim.FallRight;
			mySprite.ShowFrame(3); // fall right
		}
		
		// shooting
		if(xa.shooting && currentAnim != xa.anim.ShootLeft && xa.facingDir == 1)
		{
			currentAnim = xa.anim.ShootLeft;
			mySprite.ShowFrame(10); // shoot left
		}
		if(xa.shooting && currentAnim != xa.anim.ShootRight && xa.facingDir == 2)
		{
			currentAnim = xa.anim.ShootRight;
			mySprite.ShowFrame(11); // shoot right
		}
	}