Esempio n. 1
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            if (Controller != null)
            {
                Controller.Update(gameTime);
            }

            if (!movedLastFrame && MovementState == MovementState.None)
            {
                Face(Facing);
            }

            if (movement != Vector2.Zero)
            {
                Vector2 facing  = Facing.ToVector2();
                float   speed   = this.MovementSpeed.GetSpeed();
                float   elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;

                this.movement += facing * speed * elapsed;

                if (this.movement.X < 0 && this.Facing == Facing.Left)
                {
                    this.movement.X = 0;
                }
                if (this.movement.X > 0 && this.Facing == Facing.Right)
                {
                    this.movement.X = 0;
                }
                if (this.movement.Y < 0 && this.Facing == Facing.Up)
                {
                    this.movement.Y = 0;
                }
                if (this.movement.Y > 0 && this.Facing == Facing.Down)
                {
                    this.movement.Y = 0;
                }

                movedLastFrame = true;
                this.Moving.SafeInvoke(this, EventArgs.Empty);

                if (movement == Vector2.Zero)
                {
                    movedLastFrame     = false;
                    this.MovementState = MovementState.None;
                    EndMoving.SafeInvoke(this, EventArgs.Empty);
                }
            }

            for (int i = 0; i < Effects.Count; i++)
            {
                IEffect effect = Effects[i];
                if (!effect.Alive)
                {
                    Effects.RemoveAt(i--);
                }
                effect.Update(gameTime);
            }
        }
Esempio n. 2
0
        public bool CanMove(Facing dir, int amount)
        {
            int tileX = (int)this.Position.X / 16;
            int tileY = (int)this.Position.Y / 16;

            Vector2 directionalVector = dir.ToVector2();

            tileX += (int)directionalVector.X * amount;
            tileY += (int)directionalVector.Y * amount;

            //GameConsole.WriteLine("CanMove at xt: {0}, yt: {0}", tileX, tileY);

            return(this.CanMove(tileX, tileY));
        }
Esempio n. 3
0
 public IEnumerator MoveDirection(Facing direction, float dist)
 {
     return MoveDirection(direction.ToVector2(), dist);
 }
Esempio n. 4
0
		public bool CanMove(Facing dir, int amount) {
			int tileX = (int) this.Position.X / 16;
			int tileY = (int) this.Position.Y / 16;

			Vector2 directionalVector = dir.ToVector2();
			tileX += (int) directionalVector.X * amount;
			tileY += (int) directionalVector.Y * amount;

			//GameConsole.WriteLine("CanMove at xt: {0}, yt: {0}", tileX, tileY);

			return this.CanMove(tileX, tileY);
		}
Esempio n. 5
0
		public virtual void ForceMove(Facing dir, MovementSpeed speed) {
			if (MovementState == MovementState.None) {
				this.Initialize();
				BeginMoving.SafeInvoke(this, EventArgs.Empty);
				if (this.Facing != dir) FacingChanged.SafeInvoke(this, new FacingChangedArgs(this.Facing, dir));
				this.Facing = dir;

				switch (dir) {
					case Facing.Up:
						if (speed == MovementSpeed.Walking)
							Animator.Play("walking-up");
						else if (speed == MovementSpeed.Running)
							Animator.Play("running-up");
						break;
					case Facing.Down:
						if (speed == MovementSpeed.Walking)
							Animator.Play("walking-down");
						else if (speed == MovementSpeed.Running)
							Animator.Play("running-down");
						break;
					case Facing.Left:
						if (speed == MovementSpeed.Walking)
							Animator.Play("walking-left");
						else if (speed == MovementSpeed.Running)
							Animator.Play("running-left");
						break;
					case Facing.Right:
						if (speed == MovementSpeed.Walking)
							Animator.Play("walking-right");
						else if (speed == MovementSpeed.Running)
							Animator.Play("running-right");
						break;
				}

				this.movement = -(dir.ToVector2() * new Vector2(16, 16));
				this.MovementSpeed = speed;
				this.MovementState = MovementState.Walking;
				this.Position -= this.movement;
			}
		}
Esempio n. 6
0
        public virtual void ForceMove(Facing dir, MovementSpeed speed)
        {
            if (MovementState == MovementState.None)
            {
                this.Initialize();
                BeginMoving.SafeInvoke(this, EventArgs.Empty);
                if (this.Facing != dir)
                {
                    FacingChanged.SafeInvoke(this, new FacingChangedArgs(this.Facing, dir));
                }
                this.Facing = dir;

                switch (dir)
                {
                case Facing.Up:
                    if (speed == MovementSpeed.Walking)
                    {
                        Animator.Play("walking-up");
                    }
                    else if (speed == MovementSpeed.Running)
                    {
                        Animator.Play("running-up");
                    }
                    break;

                case Facing.Down:
                    if (speed == MovementSpeed.Walking)
                    {
                        Animator.Play("walking-down");
                    }
                    else if (speed == MovementSpeed.Running)
                    {
                        Animator.Play("running-down");
                    }
                    break;

                case Facing.Left:
                    if (speed == MovementSpeed.Walking)
                    {
                        Animator.Play("walking-left");
                    }
                    else if (speed == MovementSpeed.Running)
                    {
                        Animator.Play("running-left");
                    }
                    break;

                case Facing.Right:
                    if (speed == MovementSpeed.Walking)
                    {
                        Animator.Play("walking-right");
                    }
                    else if (speed == MovementSpeed.Running)
                    {
                        Animator.Play("running-right");
                    }
                    break;
                }

                this.movement      = -(dir.ToVector2() * new Vector2(16, 16));
                this.MovementSpeed = speed;
                this.MovementState = MovementState.Walking;
                this.Position     -= this.movement;
            }
        }