protected override void Update(GameTime gameTime) { #if DEBUG PreviousKeyboard = CurrentKeyboard; CurrentKeyboard = Keyboard.GetState(); if (CurrentKeyboard.IsKeyDown(Keys.R) && PreviousKeyboard.IsKeyUp(Keys.R)) { StateManager.Reload(); AdvanceSlowly = false; } if (CurrentKeyboard.IsKeyDown(Keys.Pause) && PreviousKeyboard.IsKeyUp(Keys.Pause)) { AdvanceSlowly = !AdvanceSlowly; } if (!AdvanceSlowly) { StateManager.Update(gameTime); } else { if (CurrentKeyboard.IsKeyDown(Keys.Right) && PreviousKeyboard.IsKeyUp(Keys.Right)) { StateManager.Update(gameTime); } } #else StateManager.Update(gameTime); #endif base.Update(gameTime); }
private void CheckJump() { if (!IsOnConveyor || IsWindingUp) { return; } if (CurrentKeyboard.IsKeyDown(Input.Jump) && PreviousKeyboard.IsKeyUp(Input.Jump) && AliveTimer > 0) { AnimationManager.Play(Animations["standing"]); AudioManager.PlayEffect(ContentManager.JumpSoundEffect); JumpLandingAnimation(); IsJumping = true; Speed = Vector2.UnitY * JUMP_VELOCITY; FallAcceleration = 0; IsOnConveyor = false; } }