コード例 #1
0
ファイル: Player.cs プロジェクト: Xwilarg/TerrariaBot
        private void UpdateYPosition()
        {
            var blocSize = BlocGroup.blocPixelSize;
            var tile     = _client.GetTile((int)_position.X / blocSize, (int)_position.Y / blocSize);

            if (BlocGroup.IsSolid(tile.GetTileType())) // The player is inside a tile
            {
                _position.Y--;
            }
            else
            {
                tile = _client.GetTile((int)_position.X / blocSize, ((int)_position.Y / blocSize) + 1);
                if (!BlocGroup.IsSolid(tile.GetTileType())) // Empty tile under the player
                {
                    _position.Y++;
                }
            }
        }
コード例 #2
0
ファイル: Player.cs プロジェクト: Xwilarg/TerrariaBot
 private void UpdatePosition()
 {
     if (_velocity.X != 0 || _velocity.Y != 0)
     {
         double ms      = DateTime.Now.Subtract(_dt).TotalMilliseconds / 20.0;
         var    basePos = _position;
         _position += _velocity * (float)ms;
         var blocSize = BlocGroup.blocPixelSize;
         if (_position.X > basePos.X)
         {
             for (int i = (int)basePos.X; i <= (int)_position.X + blocSize; i += blocSize)
             {
                 UpdateYPosition();
                 var tile = _client.GetTile(i / blocSize, (int)_position.Y / blocSize);
                 if (BlocGroup.IsSolid(tile.GetTileType()))
                 {
                     _position = new Vector2(i - (blocSize * 2), _position.Y);
                     break;
                 }
             }
         }
         else
         {
             for (int i = (int)basePos.X; i >= (int)_position.X + blocSize; i -= blocSize)
             {
                 var tile = _client.GetTile(i / blocSize, (int)_position.Y / blocSize);
                 if (BlocGroup.IsSolid(tile.GetTileType()))
                 {
                     _position = new Vector2(i, _position.Y);
                     break;
                 }
             }
         }
     }
     _dt = DateTime.Now;
 }