public ISprite CreateFacingRightSprite(Vector2 position, Vector2 velocity, Vector2 acceleration) { var adjustedAcceleration = acceleration + BaseAcceleration; ISprite sprite = new SpriteMovingNonAnimated(Atlas, position, velocity, adjustedAcceleration, SheetCols, SheetRows, 0); AvatarBoundBox(sprite); return(sprite); }
public ISprite CreateJumpRightSprite(Vector2 position, Vector2 velocity, Vector2 acceleration, bool grounded) { var adjustedAcceleration = new Vector2(acceleration.X, BaseAcceleration.Y); var adjustedVelocity = velocity; if (grounded) { adjustedVelocity = new Vector2(velocity.X, -500); } ISprite sprite = new SpriteMovingNonAnimated(Atlas, position, adjustedVelocity, adjustedAcceleration, SheetCols, SheetRows, 1); AvatarBoundBox(sprite); return(sprite); }