public void update() { var movement = new Vector2(_movementInput.value, 0); // hack for now since we have no ground if (this.entity.localPosition.Y >= 500) { _velocity.Y = 0; _mState = EntityConstants.MovementStates.REST; } if (_jumpInput.isPressed && _mState == EntityConstants.MovementStates.REST) { _velocity.Y = -1 * EntityConstants.PlayerVelocity / EntityConstants.PixelPerMeter; _mState = EntityConstants.MovementStates.JUMP; } var distance = Vector2.Multiply(movement, EntityConstants.PlayerVelocity); distance = Vector2.Multiply(distance, Time.deltaTime); if (_mState == EntityConstants.MovementStates.JUMP) { distance.Y = (float)UpdateJump(); } //Debug.log(this.transform.localPosition); //CollisionResult result; //_mover.move(distance, out result); }
public void update() { var movement = new Vector2(_movementInput.value, 0); if (_jumpInput.isPressed && _mState == EntityConstants.MovementStates.REST) { _velocity.Y = -1 * EntityConstants.JumpVelocity / EntityConstants.PixelPerMeter; _mState = EntityConstants.MovementStates.JUMP; } var distance = Vector2.Multiply(movement, EntityConstants.PlayerVelocity); distance = Vector2.Multiply(distance, Time.deltaTime); // movement component if (_mState == EntityConstants.MovementStates.JUMP) { distance.Y = (float)UpdateJump(); } Debug.log(this.transform.localPosition); //_mover.move(distance, out result); _moveComp.update(distance); Animate(); // movement component var ground = this.transform.localPosition; Debug.log(ground); ground.Y += armor.Height / 2 + 1; var hit = Physics.linecast(this.transform.localPosition, ground); Debug.log(ground); if (hit.collider != null && hit.collider.entity.name.Equals("ground")) { _velocity.Y = 0; _mState = EntityConstants.MovementStates.REST; } else { _mState = EntityConstants.MovementStates.JUMP; } HandleFireInput(); Debug.log(_mState); }
public override void onAddedToEntity() { _mState = EntityConstants.MovementStates.JUMP; _velocity = new Vector2(0, 0); _jumpInput = new VirtualButton(); _jumpInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.Up)); _test = new VirtualButton(); _test.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.Down)); _movementInput = new VirtualIntegerAxis(); _movementInput.nodes.Add(new Nez.VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right)); _mover = new Mover(); this.entity.addComponent(_mover); this.entity.addComponent(new BoxCollider()); }
public override void onAddedToEntity() { _mState = EntityConstants.MovementStates.JUMP; _mDirection = EntityConstants.MovementDirection.RIGHT; _velocity = new Vector2(0, 0); _sprite = this.getComponent <Sprite>(); _jumpInput = new VirtualButton(); _jumpInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.W)); _fireInput = new VirtualButton(); _fireInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.S)); _movementInput = new VirtualIntegerAxis(); _movementInput.nodes.Add(new Nez.VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.A, Keys.D)); //_moveComp = new MovementComponent(); //this.entity.addComponent(_moveComp); _moveComp = this.entity.getComponent <MovementComponent>(); }