Esempio n. 1
0
        void SetCurrentDirection()
        {
            Tweak.Stats  = "";
            Tweak.Stats += "_animDirection: " + _animDirection.ToString() + "\r\n";
            Tweak.Stats += "_movementDirection: " + _movementDirection.ToString() + "\r\n";

            if (_movementDirection != Vector2.Zero)
            {
                // Get direction we are pushing
                AnimationDirection newDirection = DirectionHelper.GetDirectionFromHeading(_movementDirection);
                if (newDirection == _animDirection)
                {
                    return;
                }

                if (newDirection == DirectionHelper.GetOppositeDirection(_animDirection))
                {
                    // If pushing in the opposite direction to current facing, change instantly
                    _animDirection = newDirection;
                    PlayNewCharacterAnimation();
                }
                else
                {
                    // Only change when our heading when velocity starts moving slightly towards our heading
                    Vector2 velocity = DynamicBody.LinearVelocity;
                    if (velocity.LengthSquared() < 0.01f)
                    {
                        return;
                    }

                    Vector2 normalHeading       = Vector2.Normalize(_movementDirection);
                    Vector2 normalVelocity      = Vector2.Normalize(velocity);
                    float   directionDotProduct = Vector2.Dot(normalHeading, normalVelocity);
                    if (directionDotProduct > DIRECTION_CHANGE_THRESHOLD)
                    {
                        _animDirection = newDirection;
                        PlayNewCharacterAnimation();
                    }
                }
            }
        }
Esempio n. 2
0
        void UpdateDirectionBasedOnVelocity()
        {
            if (_heading.LengthSquared() > 0.001f)
            {
                // Get direction enemy is moving
                AnimationDirection newDirection = DirectionHelper.GetDirectionFromHeadingBiasHorizontal(_heading, 0.2f);
                if (newDirection == _animDirection)
                {
                    return;
                }

                if (newDirection == DirectionHelper.GetOppositeDirection(_animDirection))
                {
                    // If moving in the opposite direction to current facing, change instantly
                    _animDirection = newDirection;
                    PlayNewEnemyAnimation();
                }
                else
                {
                    // Only change when our heading when velocity starts moving slightly towards our heading
                    Vector2 velocity = DynamicBody.LinearVelocity;
                    if (velocity.LengthSquared() < 0.1f)
                    {
                        return;
                    }

                    // Avoid flickering
                    Vector2 normalHeading       = Vector2.Normalize(_heading);
                    Vector2 normalVelocity      = Vector2.Normalize(velocity);
                    float   directionDotProduct = Vector2.Dot(normalHeading, normalVelocity);
                    if (directionDotProduct > DIRECTION_CHANGE_THRESHOLD)
                    {
                        _animDirection = newDirection;
                        PlayNewEnemyAnimation();
                    }
                }
            }
        }