private bool DiractionNoValid(MovingDirection daraction, Cell cell) { int x = cell.X; int y = cell.Y; switch (daraction) { case MovingDirection.Up: y--; break; case MovingDirection.Right: x++; break; case MovingDirection.Down: y++; break; case MovingDirection.Left: x--; break; } if(x>4||y>4||x<0||y<0) return true; return false; }
public virtual void MouseDown(MouseControllerEventArgs e) { flag = 0; Buttonside = e.Button; this.IsMouseDown = true; MoveDir = MovingDirection.None; this.grid.CurrentCell.Deactivate(); this.CurrentBaseRange = this.MouseDownRange = this.Gridmodel.SelectedCells; }
public async Task <string> Move(MovingDirection movingDirection) { if (_concurrentTcpServer.RobotIsConnected) { await _concurrentTcpServer.Move(movingDirection.Direction); return(movingDirection.Direction.ToString()); } return("Robot is not connected"); }
// Update is called once per frame void Update() { if (isGameActive) { movingSpeed = 200.0f * (props.items[props.gewaehlterDocht.ToString()].schwierigkeit + props.items[props.gewaehlterWachs.ToString()].schwierigkeit); float maxBarWidth = barWidth - curWidth; //if (Input.GetKeyDown(KeyCode.R)) { ergebnis = ERGEBNISSE.KeinErgebnis; einkommen = 0; } if (Input.GetKeyDown(KeyCode.Space) && ergebnis == ERGEBNISSE.KeinErgebnis) { if (curPos >= superVon && curPos <= superBis) { ergebnis = ERGEBNISSE.Super; } else if (curPos >= zielVon && curPos <= zielBis) { ergebnis = ERGEBNISSE.Normal; } else { ergebnis = ERGEBNISSE.Schlecht; } CalcErgebnis(); } else if (ergebnis == ERGEBNISSE.KeinErgebnis) { if (curDirection == MovingDirection.Right) { curPos = Mathf.Clamp(curPos + Time.deltaTime * movingSpeed, curPos, maxBarWidth); } else if (curDirection == MovingDirection.Left) { curPos = Mathf.Clamp(curPos - Time.deltaTime * movingSpeed, 0, curPos); } if (curPos == maxBarWidth) { curDirection = MovingDirection.Left; } else if (curPos == 0) { curDirection = MovingDirection.Right; } } else if (Input.GetKeyDown(KeyCode.Space) && ergebnis != ERGEBNISSE.KeinErgebnis) { isGameActive = false; curPos = 0; ergebnis = ERGEBNISSE.KeinErgebnis; } } }
public void ChangeMovingDirection() { if (currentMovingDirection == MovingDirection.Vertical) { currentMovingDirection = MovingDirection.Horizontal; } else { currentMovingDirection = MovingDirection.Vertical; } }
public Worm(Player player, Size size, Point start, MovingDirection direction) : base(Point.Empty, size) { Players.Add(player); StartLocation = start; Direction = StartDirection = direction; Body = new List <Point>() { StartLocation }; Grow = 2; }
public void MouseDown(MouseControllerEventArgs e) { isMouseDown = true; mouseDownRange = Grid.Model.SelectedCells; mouseDownPoint = e.Location; moveDir = MovingDirection.None; flag = 0; if (e.Button == MouseButton.Left) { this.currentValue = this.Grid.CurrentCell.Renderer.ControlValue; } }
public void MouseUp(MouseControllerEventArgs e) { //throw new NotImplementedException(); if (mouseDownRange != Grid.Model.SelectedCells && ExcelRangeExtended != null) { this.FillDraggedRanges(); ExcelRangeExtendedEventArgs arg = new ExcelRangeExtendedEventArgs(mouseDownRange, Grid.Model.SelectedCells); ExcelRangeExtended(Grid, arg); } moveDir = MovingDirection.None; Grid.InvalidateCells(); }
public SteeringStep WithDirection(MovingDirection direction, bool value) { if (value) { Direction |= direction; } else { Direction &= ~direction; } return(this); }
public static void SwitchMovingAnimationState(MovingDirection mdir, Animator animator) { switch (mdir) { case MovingDirection.Up: { animator.SetBool("ToGoUp", true); animator.SetBool("ToGoDown", false); animator.SetBool("ToGoLeft", false); animator.SetBool("ToGoRight", false); } break; case MovingDirection.Down: { animator.SetBool("ToGoUp", false); animator.SetBool("ToGoDown", true); animator.SetBool("ToGoLeft", false); animator.SetBool("ToGoRight", false); } break; case MovingDirection.Right: { animator.SetBool("ToGoUp", false); animator.SetBool("ToGoDown", false); animator.SetBool("ToGoLeft", false); animator.SetBool("ToGoRight", true); } break; case MovingDirection.Left: { animator.SetBool("ToGoUp", false); animator.SetBool("ToGoDown", false); animator.SetBool("ToGoLeft", true); animator.SetBool("ToGoRight", false); } break; case MovingDirection.Default: { animator.SetBool("ToGoUp", false); animator.SetBool("ToGoDown", false); animator.SetBool("ToGoLeft", false); animator.SetBool("ToGoRight", false); } break; } }
public static void activateCheckpoint(GameObject checkpoint, MovingDirection direction) { if (latestActivatedCheckpoint != null && latestActivatedCheckpoint.Item1 != checkpoint) { var indicator = latestActivatedCheckpoint.Item1.GetComponentInChildren <Animator>(); if (indicator != null) { indicator.ResetTrigger("Activate"); indicator.SetTrigger("Deactivate"); } } latestActivatedCheckpoint = Tuple.Create(checkpoint, direction); }
public void Move() { if (Invaders.Count == 0) { return; } if (UpdateTimer.Passed) { // calculate moving distance and direction var distance = new Size(0, 0); var lowest = Invaders.Max(i => i.Location.Y + i.Size.Height); switch (Direction) { case MovingDirection.Left: var leftmost = Invaders.Min(i => i.Location.X); if (leftmost == 0) { Direction = MovingDirection.Right; distance.Width = +1; distance.Height = lowest < Range.Height ? 1 : 0; } else { distance.Width = -1; } break; case MovingDirection.Right: var righttmost = Invaders.Max(i => i.Location.X + i.Size.Width); if (righttmost == Range.Width) { Direction = MovingDirection.Left; distance.Width = -1; distance.Height = lowest < Range.Height ? 1 : 0; } else { distance.Width = +1; } break; } foreach (var invader in Invaders) { invader.Move(distance); } UpdateTimer.Reset(); } }
private void CheckMovingDirection() { if (CurrentSpeed > 0 && CurrentMovingDirection != MovingDirection.Forward) { CurrentMovingDirection = MovingDirection.Forward; } else if (CurrentSpeed < 0 && CurrentMovingDirection != MovingDirection.Backward) { CurrentMovingDirection = MovingDirection.Backward; } else if (CurrentSpeed == 0 && CurrentMovingDirection != MovingDirection.NotMoving) { CurrentMovingDirection = MovingDirection.NotMoving; } }
public Character(string name, Class clss) { Name = name; Class = clss; CurrentHealth = clss.Health; CurrentResource = clss.Resource; Orientation = Orientation.Down; CreatedAt = DateTime.Now; EditedAt = DateTime.Now; Size = 10; CoordX = 150; CoordY = 150; IsDead = false; BoundingBox = new AABB(CoordX, CoordY, Size); this.movementDirection = MovingDirection.Stop; }
private void UpdateDirection() { Direction = new Vector2(path[0].X + TileMap.TILE_SIZE / 2, path[0].Y + TileMap.TILE_SIZE / 2) - new Vector2(PlayerRectangle2.X, PlayerRectangle2.Y); Direction.Normalize(); if (FAbs(Direction.X) - FAbs(Direction.Y) > 0.25f) { if (Direction.X < 0) { currentMovingDirection = MovingDirection.Left; } else { currentMovingDirection = MovingDirection.Right; } } else if (FAbs(Direction.X) - FAbs(Direction.Y) < -0.25f) { if (Direction.Y < 0) { currentMovingDirection = MovingDirection.Up; } else { currentMovingDirection = MovingDirection.Down; } } else { if (Direction.X < 0 && Direction.Y < 0) { currentMovingDirection = MovingDirection.LeftUp; } else if (Direction.X > 0 && Direction.Y < 0) { currentMovingDirection = MovingDirection.RightUp; } else if (Direction.X < 0 && Direction.Y > 0) { currentMovingDirection = MovingDirection.LeftDown; } else if (Direction.X > 0 && Direction.Y > 0) { currentMovingDirection = MovingDirection.RightDown; } } }
public bool MoveProductionLine(MovingDirection movingDirection) { switch (movingDirection) { case MovingDirection.Forward: Console.WriteLine("Production Moved Forward"); break; case MovingDirection.ToScran: Console.WriteLine("Production Moved To Scran"); break; case MovingDirection.Back: Console.WriteLine("Production Moved Back"); break; } return true; }
//public void onKeyPress(object o, KeyPressEventArgs args) public void onKeyPress(Sdl.SDL_keysym keysym) { switch(keysym.sym) { case Sdl.SDLK_RETURN: this.m_shouldStart = true; break; case Sdl.SDLK_e: this.m_usePotion = true; break; case Sdl.SDLK_q: this.m_dropItem = true; break; case Sdl.SDLK_SPACE: this.m_useAutoAttack = true; break; case Sdl.SDLK_g: this.m_lootItem = true; break; case Sdl.SDLK_w: this.m_currentMoveDirection = MovingDirection.UP; if(!this.m_moveKeys.Contains(keysym.sym)) this.m_moveKeys.Add(keysym.sym); break; case Sdl.SDLK_a: this.m_currentMoveDirection = MovingDirection.LEFT; if(!this.m_moveKeys.Contains(keysym.sym)) this.m_moveKeys.Add(keysym.sym); break; case Sdl.SDLK_s: this.m_currentMoveDirection = MovingDirection.DOWN; if(!this.m_moveKeys.Contains(keysym.sym)) this.m_moveKeys.Add(keysym.sym); break; case Sdl.SDLK_d: this.m_currentMoveDirection = MovingDirection.RIGHT; if(!this.m_moveKeys.Contains(keysym.sym)) this.m_moveKeys.Add(keysym.sym); break; default: break; } if(keysym.mod == Sdl.SDLK_LSHIFT) this.m_useSpecial = true; }
public static Vector2 ToVector(this MovingDirection direction) { switch (direction) { case MovingDirection.Up: return(Vector2.up); case MovingDirection.Right: return(Vector2.right); case MovingDirection.Down: return(Vector2.down); case MovingDirection.Left: return(Vector2.left); } return(Vector2.down); }
/// <summary> /// Initializes the game /// </summary> public void InIt() { allBodyPartMovemetScripts = new List <BodyPartMovemet>(); allBodyParts = new List <GameObject>(); //Stores Last update time as current time lastUpdateTime = Time.time; lastDirectionUpdateTime = Time.time; //Calculating initial pos Vector3 initialTailPos = advancedSettings.initialTailPos; initialTailPos.x += (advancedSettings.size * (advancedSettings.length - 1)); //Create head part first m_snakeHeadPart = Instantiate(snakeHeadPrefab, transform); m_snakeHeadPart.transform.localPosition = initialTailPos; m_headMovementScript = m_snakeHeadPart.GetComponent <BodyPartMovemet>(); allBodyPartMovemetScripts.Add(m_headMovementScript); allBodyParts.Add(m_snakeHeadPart); m_headPos = m_snakeHeadPart.transform.localPosition; initialTailPos.x = initialTailPos.x - advancedSettings.size; //Create Snake Body part for (int i = 0; i < advancedSettings.length - 2; i++) { GameObject snakeBodyPart = Instantiate(snakeBodyPrefab, transform); snakeBodyPart.transform.localPosition = initialTailPos; initialTailPos.x = initialTailPos.x - advancedSettings.size; allBodyPartMovemetScripts.Add(snakeBodyPart.GetComponent <BodyPartMovemet>()); allBodyParts.Add(snakeBodyPart); } //Create snake tail part m_snakeTailPart = Instantiate(snakeTailPrefab, transform); m_snakeTailPart.transform.localPosition = initialTailPos; initialTailPos.x = initialTailPos.x - advancedSettings.size; allBodyPartMovemetScripts.Add(m_snakeTailPart.GetComponent <BodyPartMovemet>()); allBodyParts.Add(m_snakeTailPart); AssignScriptReferenceToEachPart(); InvokeRepeating("ShowNewApple", 0, 3); Direction = MovingDirection.right; gameOver = false; }
// Update is called once per frame void Update() { var deltaDistance = Time.deltaTime * HorizontalSpeed * (int)_movingDirection; _movedDistance += deltaDistance; if (_movingDirection == MovingDirection.Right && _movedDistance >= HorizontalDistance) { //zu weit, umdrehen! _movingDirection = MovingDirection.Left; } if (_movingDirection == MovingDirection.Left && _movedDistance <= 0) { //zu weit, umdrehen! _movingDirection = MovingDirection.Right; } transform.Translate(deltaDistance, 0, 0); }
private void SwitchMovingState(MovingDirection movingDirection) { switch (movingDirection) { case MovingDirection.ToEnd: SetDesiredVelocity(endPosition); break; case MovingDirection.ToStart: SetDesiredVelocity(startPosition); break; case MovingDirection.Disabled: SetDesiredVelocity(Vector3.zero); break; } currentDirection = movingDirection; }
void Update() { if (activeDirection == MovingDirection.LEFT) { gameObject.transform.Translate(Vector3.forward * Time.deltaTime * speed); if (gameObject.transform.position.z >= 0) { activeDirection = MovingDirection.RIGHT; } } else { gameObject.transform.Translate(Vector3.back * Time.deltaTime * speed); if (gameObject.transform.position.z <= -31) { activeDirection = MovingDirection.LEFT; } } }
public void ChangeSpeedBy(MovingDirection d, int absSpeed) { if (d == MovingDirection.Up) { SpeedY -= absSpeed; } if (d == MovingDirection.Down) { SpeedY += absSpeed; } if (d == MovingDirection.Left) { SpeedX -= absSpeed; } if (d == MovingDirection.Right) { SpeedX += absSpeed; } }
private void OnButtonKeyDown(object sender, KeyEventArgs e) { switch (e.Key) { case Key.Down: if (previousDirection != MovingDirection.Up) { nextDirection = MovingDirection.Down; } break; case Key.Up: if (previousDirection != MovingDirection.Down) { nextDirection = MovingDirection.Up; } break; case Key.Left: if (previousDirection != MovingDirection.Right) { nextDirection = MovingDirection.Left; } break; case Key.Right: if (previousDirection != MovingDirection.Left) { nextDirection = MovingDirection.Right; } break; case Key.Escape: _timer.Stop(); this.Close(); break; } if (direction == 0) { direction = nextDirection; } }
public void SetRandomDirection() { Random r = new Random(); if (r.NextDouble() > 0.2) { return; } switch (r.Next(0, 5)) { case 0: this.BoundingBox.VelocityX = 0; this.BoundingBox.VelocityY = -1; this.movementDirection = MovingDirection.Top; break; case 1: this.BoundingBox.VelocityX = 1; this.BoundingBox.VelocityY = 0; this.movementDirection = MovingDirection.Right; break; case 2: this.BoundingBox.VelocityX = 0; this.BoundingBox.VelocityY = 1; this.movementDirection = MovingDirection.Down; break; case 3: this.BoundingBox.VelocityX = -1; this.BoundingBox.VelocityY = 0; this.movementDirection = MovingDirection.Left; break; case 4: this.BoundingBox.VelocityX = 0; this.BoundingBox.VelocityY = 0; this.movementDirection = MovingDirection.Stop; break; } }
public override bool OnNewFrame() { PXCMGesture gesture = QueryGesture(); PXCMGesture.GeoNode ndata; pxcmStatus sts = gesture.QueryNodeData(0, PXCMGesture.GeoNode.Label.LABEL_BODY_HAND_PRIMARY, out ndata); if (sts >= pxcmStatus.PXCM_STATUS_NO_ERROR) { _lastDirection = _DetectGesture(ndata.positionImage.x, ndata.positionImage.y); if (_lastDirection != MovingDirection.Undefined) { _sender.UpdateGesture(_lastDirection); } //Console.WriteLine("node HAND_MIDDLE ({0},{1})", ndata.positionImage.x, ndata.positionImage.y); } return(++_nframes < 50000); }
/// <summary> /// This will take input from button controller /// </summary> /// <param name="buttonType"></param> internal void OnButtonClicked(AllButtonTypes buttonType) { if (gameOver) { OnRestartButtonPressed(); return; } if (Time.time <= (lastDirectionUpdateTime + advancedSettings.nextMoveTime)) { return; } //Handle inputs if (buttonType == AllButtonTypes.turnLeft_button) { switch (Direction) { case MovingDirection.right: Direction = MovingDirection.up; break; case MovingDirection.left: Direction = MovingDirection.down; break; case MovingDirection.up: Direction = MovingDirection.left; break; case MovingDirection.down: Direction = MovingDirection.right; break; } } else if (buttonType == AllButtonTypes.turnRight_button) { switch (Direction) { case MovingDirection.right: Direction = MovingDirection.down; break; case MovingDirection.left: Direction = MovingDirection.up; break; case MovingDirection.up: Direction = MovingDirection.right; break; case MovingDirection.down: Direction = MovingDirection.left; break; } } }
private void FixedUpdate() { Vector3 position = _rigidbody.position; Vector3Int cellPosition = _tilemap.WorldToCell(position); int xd = _movingDirection == MovingDirection.Left ? -1 : 1; if (cellPosition != _prevCellPosition) { var tile = _tilemap.GetTile(cellPosition); if (tile == _recycleTile) { if (didHidRecycleTileEvent != null) { didHidRecycleTileEvent(); } } var targetCellPosition = FindNewTargetPosition(cellPosition, xd); if (targetCellPosition.x < cellPosition.x) { _movingDirection = MovingDirection.Left; } else if (targetCellPosition.x > cellPosition.x) { _movingDirection = MovingDirection.Right; } _destination = _tilemap.CellToWorld(targetCellPosition) + _tilemap.cellSize * 0.5f; _prevCellPosition = cellPosition; } _velocity += (_destination - (Vector2)position) * _movementElasticity * Time.fixedDeltaTime; _velocity *= _movementFriction; var sqrMagnitude = _velocity.sqrMagnitude; if (_velocity.sqrMagnitude > _maxVelocity * _maxVelocity) { _velocity = _maxVelocity * _velocity / Mathf.Sqrt(sqrMagnitude); } _rigidbody.MovePosition(position + (Vector3)_velocity * Time.fixedDeltaTime * _movementStrength); }
public Cell GetCell(int x, int y, MovingDirection direction) { Cell cell = null; switch (direction) { case MovingDirection.Up: cell = _fildCells[x, --y]; break; case MovingDirection.Down: cell = _fildCells[x, ++y]; break; case MovingDirection.Left: cell = _fildCells[--x, y]; break; case MovingDirection.Right: cell = _fildCells[++x, y]; break; } return cell; }
public static void Move(MovingDirection direction, Position position) { switch (direction) { case MovingDirection.Up: position.CurY--; break; case MovingDirection.Down: position.CurY++; break; case MovingDirection.Left: position.CurX--; break; case MovingDirection.Right: position.CurX++; break; } }
IEnumerator PerformTurn(MovingDirection targetDirection) { isTurnLocked = true; direction = targetDirection; SetAnimatorOn(direction); yield return(wait); yield return(wait); MovingDirection nextDirection = FindNextDirection(direction); while (IsDirectionAvailable(nextDirection)) { yield return(null); } isTurnLocked = false; }
void SetAnimatorOn(MovingDirection curDirection) { switch (curDirection) { case MovingDirection.Down: animator.SetTrigger("Down"); break; case MovingDirection.Left: animator.SetTrigger("Left"); break; case MovingDirection.Up: animator.SetTrigger("Up"); break; case MovingDirection.Right: animator.SetTrigger("Right"); break; } }
public void MovePlayer(MovingDirection direction, GameObject whoIsMoving) { if (_canMove) { if (anotherMovement == false) { if (whoIsMoving.CompareTag("Player1") && _frontCanMove) { MovingLogic1(direction, whoIsMoving); } else if (whoIsMoving.CompareTag("Player2") && _backCanMove) { MovingLogic1(direction, whoIsMoving); } } else { MovingLogic2(direction, whoIsMoving); } } }
public override IState Update() { // Move Vector3 dir = MovementHelper.GetMovement(); if (dir.magnitude >= param.chara.thresMove) { dir = MovementHelper.NormalizeAndScaleMovementByTime(dir); MovingDirection mdirCur = MovementHelper.GetMovingDirection(dir); if (mdirCur != mdirLast) { Character.SwitchMovingAnimationState(mdirCur, param.animator); mdirLast = mdirCur; } param.chara.controller.Move(dir); } else { return(new StateCharaIdle(param)); // StateCharaIdle } // Shoot if (Input.GetMouseButtonDown(0)) { if (param.chara.shooter.MarkInstance == null) { Vector3 posMouse = Input.mousePosition; Vector3 posW = Camera.main.ScreenToWorldPoint(posMouse); posW.z = 0; param.chara.shooter.Deploy(posW); return(new StateCharaMovingDeploying(param)); // StateCharaMovingDeploying } } return(null); }
public void Update(GameTime theGameTime, KeyboardState currentKeyboardState, KeyboardState oldKeyboardState, List<Tile> tiles, MouseState mouseState, MouseState oldMouseState, Camera camera) { Vector2 destination = Vector2.Zero; if(mouseState.LeftButton == ButtonState.Pressed && oldMouseState.LeftButton != ButtonState.Pressed) { destination = new Vector2(mouseState.X + camera.Origin.X, mouseState.Y + camera.Origin.Y); } if (destination != Vector2.Zero) { Tile start = tiles.Where(tile => tile.TileRectangle.Intersects(PlayerRectangle2)).ToList()[0]; Tile des = tiles.Where(tile => tile.TileRectangle.Intersects(new Rectangle((int)destination.X, (int)destination.Y, 2, 2))).ToList()[0]; if (des.TileType != 1) return; path = PathFinder.FindPath(start, des, tiles.Where(tile => tile.TileType == 1).ToList()); } if(path.Count > 0) { UpdateMovement(path, theGameTime); } oldMovingDirection = currentMovingDirection; }
public virtual void move(Point inNewPosition) { if (inNewPosition.X == getPosition().X && inNewPosition.Y == getPosition().Y) return; if (inNewPosition.X > m_position.X) m_viewingDirection = MovingDirection.RIGHT; else if (inNewPosition.X < m_position.X) m_viewingDirection = MovingDirection.LEFT; else if (inNewPosition.Y > m_position.Y) m_viewingDirection = MovingDirection.DOWN; else if (inNewPosition.Y < m_position.Y) m_viewingDirection = MovingDirection.UP; m_position = inNewPosition; m_moveTick = m_moveSpeed; }
public void setViewingDirection(MovingDirection inDirection) { this.m_viewingDirection = inDirection; }
//public void onKeyRelease(object o, KeyReleaseEventArgs args) public void onKeyRelease(Sdl.SDL_keysym keysym) { switch(keysym.sym) { case Sdl.SDLK_w: if(this.m_moveKeys.Contains(Sdl.SDLK_s)) this.m_currentMoveDirection = MovingDirection.DOWN; else if(this.m_moveKeys.Contains(Sdl.SDLK_a)) this.m_currentMoveDirection = MovingDirection.LEFT; else if(this.m_moveKeys.Contains(Sdl.SDLK_d)) this.m_currentMoveDirection = MovingDirection.RIGHT; else this.m_currentMoveDirection = MovingDirection.NONE; break; case Sdl.SDLK_a: if(this.m_moveKeys.Contains(Sdl.SDLK_d)) this.m_currentMoveDirection = MovingDirection.DOWN; else if(this.m_moveKeys.Contains(Sdl.SDLK_w)) this.m_currentMoveDirection = MovingDirection.UP; else if(this.m_moveKeys.Contains(Sdl.SDLK_d)) this.m_currentMoveDirection = MovingDirection.RIGHT; else this.m_currentMoveDirection = MovingDirection.NONE; break; case Sdl.SDLK_s: if(this.m_moveKeys.Contains(Sdl.SDLK_w)) this.m_currentMoveDirection = MovingDirection.UP; else if(this.m_moveKeys.Contains(Sdl.SDLK_a)) this.m_currentMoveDirection = MovingDirection.LEFT; else if(this.m_moveKeys.Contains(Sdl.SDLK_d)) this.m_currentMoveDirection = MovingDirection.RIGHT; else this.m_currentMoveDirection = MovingDirection.NONE; break; case Sdl.SDLK_d: if(this.m_moveKeys.Contains(Sdl.SDLK_s)) this.m_currentMoveDirection = MovingDirection.DOWN; else if(this.m_moveKeys.Contains(Sdl.SDLK_a)) this.m_currentMoveDirection = MovingDirection.LEFT; else if(this.m_moveKeys.Contains(Sdl.SDLK_w)) this.m_currentMoveDirection = MovingDirection.UP; else this.m_currentMoveDirection = MovingDirection.NONE; break; default: return; } this.m_moveKeys.Remove(keysym.sym); }
public Bullet(Entity inShooter, MovingDirection inDirection, Point inPosition) { this.m_shooter = inShooter; this.m_movingDirection = inDirection; this.m_position = inPosition; }
public StickArm(Entity inShooter, MovingDirection inDirection, Point inPosition) : base(inShooter, inDirection, inPosition) { m_speed = 1; }
private void OnPlayerInput(MovingDirection direction) { if ((direction == MovingDirection.Forward && !_isFacingForward) || (direction == MovingDirection.Backward && _isFacingForward)) { Flip(); } _direction = direction; }
void Move() { if ((!Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.LeftArrow))){ foreach (MovingDirection dir in previousMovingDirections){ if (dir == MovingDirection.Left){ previousMovingDirections.Remove(dir); break; } } if (movingDirection == MovingDirection.Left) movingDirection = MovingDirection.None; } if ((!Input.GetKey(KeyCode.D) && !Input.GetKey(KeyCode.RightArrow))){ foreach (MovingDirection dir in previousMovingDirections){ if (dir == MovingDirection.Right){ previousMovingDirections.Remove(dir); break; } } if (movingDirection == MovingDirection.Right) movingDirection = MovingDirection.None; } if ((!Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.UpArrow))){ foreach (MovingDirection dir in previousMovingDirections){ if (dir == MovingDirection.Up){ previousMovingDirections.Remove(dir); break; } } if (movingDirection == MovingDirection.Up) movingDirection = MovingDirection.None; } if ((!Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.DownArrow))){ foreach (MovingDirection dir in previousMovingDirections){ if (dir == MovingDirection.Down){ previousMovingDirections.Remove(dir); break; } } if (movingDirection == MovingDirection.Down) movingDirection = MovingDirection.None; } if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow)){ if (movingDirection != MovingDirection.None) previousMovingDirections.Add(movingDirection); movingDirection = MovingDirection.Left; } if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow)){ if (movingDirection != MovingDirection.None) previousMovingDirections.Add(movingDirection); movingDirection = MovingDirection.Right; } if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)){ if (movingDirection != MovingDirection.None) previousMovingDirections.Add(movingDirection); movingDirection = MovingDirection.Up; } if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow)){ if (movingDirection != MovingDirection.None) previousMovingDirections.Add(movingDirection); movingDirection = MovingDirection.Down; } //if a key has not just been pressed but is still being held down if (movingDirection == MovingDirection.None){ //if there are previousMovingDirections if (previousMovingDirections.Count > 0){ if (previousMovingDirections[previousMovingDirections.Count-1] == MovingDirection.Left){ if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)){ movingDirection = MovingDirection.Left; previousMovingDirections.RemoveAt(previousMovingDirections.Count-1); } } else if (previousMovingDirections[previousMovingDirections.Count-1] == MovingDirection.Right){ if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)){ movingDirection = MovingDirection.Right; previousMovingDirections.RemoveAt(previousMovingDirections.Count-1); } } else if (previousMovingDirections[previousMovingDirections.Count-1] == MovingDirection.Up){ if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow)){ movingDirection = MovingDirection.Up; previousMovingDirections.RemoveAt(previousMovingDirections.Count-1); } } else if (previousMovingDirections[previousMovingDirections.Count-1] == MovingDirection.Down){ if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow)){ movingDirection = MovingDirection.Down; previousMovingDirections.RemoveAt(previousMovingDirections.Count-1); } } //else just move if you need to }else{ if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)){ if (movingDirection != MovingDirection.None) previousMovingDirections.Add(movingDirection); movingDirection = MovingDirection.Left; } if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)){ if (movingDirection != MovingDirection.None) previousMovingDirections.Add(movingDirection); movingDirection = MovingDirection.Right; } if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow)){ if (movingDirection != MovingDirection.None) previousMovingDirections.Add(movingDirection); movingDirection = MovingDirection.Up; } if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow)){ if (movingDirection != MovingDirection.None) previousMovingDirections.Add(movingDirection); movingDirection = MovingDirection.Down; } } } if (movingDirection == MovingDirection.Left){ if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)){ transform.rotation = Quaternion.Euler(0,0,90); transform.position = transform.position + (transform.up * Speed); } } if (movingDirection == MovingDirection.Right){ if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)){ transform.rotation = Quaternion.Euler(0,0,270); transform.position = transform.position + (transform.up * Speed); } } if (movingDirection == MovingDirection.Up){ if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow)){ transform.rotation = Quaternion.Euler(0,0,0); transform.position = transform.position + (transform.up * Speed); } } if (movingDirection == MovingDirection.Down){ if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow)){ transform.rotation = Quaternion.Euler(0,0,180); transform.position = transform.position + (transform.up * Speed); } } if (movingDirection == MovingDirection.Left){ Moving = true; MoveDirection = 0; } if (movingDirection == MovingDirection.Up){ Moving = true; MoveDirection = 1; } if (movingDirection == MovingDirection.Right){ Moving = true; MoveDirection = 2; } if (movingDirection == MovingDirection.Down){ Moving = true; MoveDirection = 3; } if (movingDirection == MovingDirection.None){ Moving = false; } }
private void UpdateDirection() { Direction = new Vector2(path[0].X + TileMap.TILE_SIZE / 2, path[0].Y + TileMap.TILE_SIZE / 2) - new Vector2(PlayerRectangle2.X, PlayerRectangle2.Y); Direction.Normalize(); if (FAbs(Direction.X) - FAbs(Direction.Y) > 0.25f) { if (Direction.X < 0) currentMovingDirection = MovingDirection.Left; else currentMovingDirection = MovingDirection.Right; } else if (FAbs(Direction.X) - FAbs(Direction.Y) < -0.25f) { if (Direction.Y < 0) currentMovingDirection = MovingDirection.Up; else currentMovingDirection = MovingDirection.Down; } else { if (Direction.X < 0 && Direction.Y < 0) currentMovingDirection = MovingDirection.LeftUp; else if (Direction.X > 0 && Direction.Y < 0) currentMovingDirection = MovingDirection.RightUp; else if (Direction.X < 0 && Direction.Y > 0) currentMovingDirection = MovingDirection.LeftDown; else if (Direction.X > 0 && Direction.Y > 0) currentMovingDirection = MovingDirection.RightDown; } }
protected override bool MoveProduction(MovingDirection direction) { return _productionLineMover.MoveProductionLine(direction); }
public void ToDirection(MovingDirection toDirection) { while (currentDirection != toDirection) { RotateLeft(); } }
protected abstract bool MoveProduction(MovingDirection direction);