public override void update() { //Player movement and controls player.Acceleration.X = 0; if (FlxG.keys.pressed(Keys.Left)) { player.Acceleration.X = -player.MaxVelocity.X * 4; } if (FlxG.keys.pressed(Keys.Right)) { player.Acceleration.X = player.MaxVelocity.X * 4; } if (FlxG.keys.pressed(Keys.Space) && player.isTouching(FlxObject.Floor)) { player.Velocity.Y = -player.MaxVelocity.Y / 2; } if (FlxG.keys.justPressed(Keys.Escape)) { onQuit(); } //Updates all the objects appropriately base.update(); //Check if player collected a coin or coins this frame FlxG.overlap(coins, player, getCoin); //Check to see if the player touched the exit door this frame FlxG.overlap(exit, player, win); FlxG.collide(level, player); //Check for player lose conditions if (player.Y > FlxG.height) { FlxG.score = 1; //sets status.text to "Aww, you died!" FlxG.resetState(); } }
override public void update() { // collide everything FlxG.collide(); //player 1 controls player1.Acceleration.X = 0; if (FlxG.keys.pressed(Keys.Left)) { player1.Acceleration.X = -player1.MaxVelocity.X * 4; } if (FlxG.keys.pressed(Keys.Right)) { player1.Acceleration.X = player1.MaxVelocity.X * 4; } if (FlxG.keys.justPressed(Keys.Up) && player1.isTouching(FlxObject.Floor)) { player1.Velocity.Y -= (float)(player1.MaxVelocity.Y / 1.5); } //player 2 controls player2.Acceleration.X = 0; if (FlxG.keys.pressed(Keys.A)) { player2.Acceleration.X = -player2.MaxVelocity.X * 4; } if (FlxG.keys.pressed(Keys.D)) { player2.Acceleration.X = player2.MaxVelocity.X * 4; } if (FlxG.keys.justPressed(Keys.W) && player2.isTouching(FlxObject.Floor)) { player2.Velocity.Y -= (float)(player2.MaxVelocity.Y / 1.5); } if (FlxG.keys.justPressed(Keys.Escape)) { onQuit(); } base.update(); }