public void WalkWest()
 {
     _animation = "walkright";
     if (FacingDirection != IntercardinalDirection.West || _inIdle)
     {
         _sprite.Play(_animation, AnimationOptions.Looped);
         _inIdle = false;
     }
     _sprite.SpriteEffects = SpriteEffects.FlipHorizontally;
     FacingDirection = IntercardinalDirection.West;
 }
 public void WalkSouth()
 {
     _animation = "walkdown";
     if (FacingDirection != IntercardinalDirection.South || _inIdle)
     {
         _sprite.Play(_animation, AnimationOptions.Looped);
         _inIdle = false;
     }
     _sprite.SpriteEffects = SpriteEffects.None;
     FacingDirection = IntercardinalDirection.South;
 }
 public void WalkEast()
 {
     _animation = "walkright";
     if (FacingDirection != IntercardinalDirection.East || _inIdle)
     {
         _sprite.Play(_animation, AnimationOptions.Looped);
         _inIdle = false;
     }
     _sprite.SpriteEffects = SpriteEffects.None;
     FacingDirection = IntercardinalDirection.East;
 }
Exemple #4
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 /// <summary>
 /// Truncates a IntercardinalDirection to the closest CardinalDirection enum.
 /// </summary>
 public static CardinalDirection ToCardinalDirection(this IntercardinalDirection dir)
 => (CardinalDirection)((int)dir / 2);