Esempio n. 1
0
        private Vector2 HandleJump(Vector2 Vel)
        {
            if (Player.Definition.AssignedGamepad >= 0 && DualityApp.Gamepads[Player.Definition.AssignedGamepad].IsAvailable || DualityApp.Keyboard.KeyPressed(Duality.Input.Key.Space))
            {
                if (DualityApp.Gamepads[Player.Definition.AssignedGamepad].ButtonPressed(GamepadButton.A) || DualityApp.Keyboard.KeyPressed(Duality.Input.Key.Space))
                {
                    Vel.Y = JumpVelocity * GravityModifier;

                    if (Vel.X < -InitialJumpDirectionVelocityGate)
                    {
                        JumpDirection = JumpDirectionEnum.Left;
                    }
                    else
                    {
                        if (Vel.X > InitialJumpDirectionVelocityGate)
                        {
                            JumpDirection = JumpDirectionEnum.Right;
                        }
                        else
                        {
                            JumpDirection = JumpDirectionEnum.Up;
                        }
                    }
                    JumpAvailable = false;
                    PlayerJumpSounds.PlayRandomSound();
                }
            }

            return(Vel);
        }
Esempio n. 2
0
        private Vector2 HandleWallJump(Vector2 Vel, float horizontalAxisValue)
        {
            if (collider.OnWall)
            {
                if (Player.Definition.AssignedGamepad >= 0 && DualityApp.Gamepads[Player.Definition.AssignedGamepad].IsAvailable || DualityApp.Keyboard.KeyPressed(Duality.Input.Key.Space))
                {
                    if (DualityApp.Gamepads[Player.Definition.AssignedGamepad].ButtonPressed(GamepadButton.A) || DualityApp.Keyboard.KeyPressed(Duality.Input.Key.Space))
                    {
                        //If the player is moving fast enough, and is providing input opposite to the direction of travel... bounce off the wall
                        if (((Vel.X < 0 && horizontalAxisValue > 0.25) || (Vel.X > 0 && horizontalAxisValue < -0.25)))
                        {
                            if (JumpDirection == JumpDirectionEnum.Left)
                            {
                                JumpDirection = JumpDirectionEnum.Right;
                            }
                            else if (JumpDirection == JumpDirectionEnum.Right)
                            {
                                JumpDirection = JumpDirectionEnum.Left;
                            }
                            Vel.X = -(Vel.X * 2) + Vel.X > 0 ? 5 : -5;

                            if (GravityModifier > 0)
                            {
                                Vel.Y = Math.Min(JumpVelocity * GravityModifier, GravityModifier * (Vel.Y + JumpVelocity / 2.0f));
                            }
                            else
                            {
                                Vel.Y = Math.Max(JumpVelocity * GravityModifier, GravityModifier * (Vel.Y + JumpVelocity / 2.0f));
                            }

                            if (!AllowConsecutiveWallJumps)
                            {
                                WallJumpAvailable = false;
                            }

                            //regardless, don't let the user do their normal jump if they've walljumped.
                            JumpAvailable = false;

                            if (JumpDirection == JumpDirectionEnum.Up)
                            {
                                if (Vel.X < 0)
                                {
                                    JumpDirection = JumpDirectionEnum.Left;
                                }
                                else if (Vel.X > 0)
                                {
                                    JumpDirection = JumpDirectionEnum.Right;
                                }
                            }

                            PlayerJumpSounds.PlayRandomSound();
                        }
                    }
                }
            }

            return(Vel);
        }