Exemple #1
0
        public override void OnAddedToEntity()
        {
            var texture = Entity.Scene.Content.LoadSpriteAtlas("Content/Assets/Player/Player.atlas");

            _boxCollider = Entity.GetComponent <BoxCollider>();
            _mover       = Entity.GetComponent <TiledMapMover>();
            _animator    = Entity.AddComponent(new SpriteAnimator());
            _animator.AddAnimationsFromAtlas(texture);
            _animator.Speed = 0.7f;
            _animator.Play("idle");
            SetupInput();
        }
Exemple #2
0
        void IUpdatable.Update()
        {
            // handle movement and animations
            var    moveDir   = new Vector2(_xAxisInput.Value, 0);
            string animation = null;

            if (moveDir.X < 0)
            {
                if (_collisionState.Below)
                {
                    animation = "running";
                }
                _animator.FlipX = true;
                _velocity.X     = -MoveSpeed;
            }
            else if (moveDir.X > 0)
            {
                if (_collisionState.Below)
                {
                    animation = "running";
                }
                _animator.FlipX = false;
                _velocity.X     = MoveSpeed;
            }
            else
            {
                _velocity.X = 0;
                if (_collisionState.Below)
                {
                    animation = "idle";
                }
            }

            if (_collisionState.Above)
            {
                _velocity.Y = 0;
            }

            if (_collisionState.Below && _jumpInput.IsPressed)
            {
                animation   = "jump";
                _velocity.Y = -Mathf.Sqrt(2f * JumpHeight * Gravity);
            }

            if (!_collisionState.Below && _velocity.Y >= 0)
            {
                animation = "fall";
                // apply gravity
            }
            _velocity.Y += Gravity * Time.DeltaTime;

            // move
            _mover.Move(_velocity * Time.DeltaTime, _boxCollider, _collisionState);

            if (_collisionState.Below)
            {
                _velocity.Y = 0;
            }

            if (animation != null && !_animator.IsAnimationActive(animation))
            {
                _animator.Play(animation);
            }
        }