protected virtual void LateUpdate() { if (CheckIfNeedToFlipSprite(WalkingPlayer.GetSpeedX())) { FlipSprite(); } }
public void XAxisAnimations(float speedX) { if (speedX < 0) //Moving left { speedX = -speedX; // Adjusting the horizontal speed to a positive value if moving to left } Anim.SetBool("Moving", speedX != 0); Anim.SetBool("Sprinting", speedX > WalkingPlayer.GetRunSpeed()); }
public void XAxisAnimations(float speedX) { if (speedX < 0) //Moving left { speedX = -speedX; // Adjusting the horizontal speed to a positive value if moving to left } bool moving = speedX != 0; Anim.SetBool("Moving", moving); bool sprinting = speedX > WalkingPlayer.GetRunSpeed(); Anim.SetBool("Sprinting", sprinting); HandleFootstepParticles(moving, sprinting); }
public virtual void YAxisAnimations() { bool grounded = WalkingPlayer.GetGrounded(); Anim.SetBool("Grounded", grounded); if (grounded == LastGrounded) { return; } LastGrounded = grounded; if (LastGrounded) { ImpactOnFlootParticles.Play(); } }
private void HandleFootstepParticles(bool moving, bool sprinting) { MovingState newMovingState; bool grounded = WalkingPlayer.GetGrounded(); if (sprinting && grounded) { newMovingState = MovingState.sprinting; } else if (moving && grounded) { newMovingState = MovingState.moving; } else { newMovingState = MovingState.notMoving; } if (newMovingState == CurrentMovingState) { return; } CurrentMovingState = newMovingState; switch (CurrentMovingState) { case MovingState.notMoving: FootstepEmission.rateOverTime = EmissionEmpty; break; case MovingState.moving: FootstepEmission.rateOverTime = EmissionNormal; break; case MovingState.sprinting: FootstepEmission.rateOverTime = EmissionSprint; break; } }
public MoveUpCommand(WalkingPlayer player) { this.Name = "Move Up"; this.Description = "Move the player up"; this.player = player; }
protected virtual void FixedUpdate() { SpeedXNonLocal = WalkingPlayer.GetSpeedX(); XAxisAnimations(SpeedXNonLocal); YAxisAnimations(); }
public WalkingScene(SpellswordGame game, World thisWorld, WalkingPlayer player) { inputHandler = game.Services.GetService <InputHandler>(); if (inputHandler == null) { inputHandler = new InputHandler(game); game.Components.Add(inputHandler); } this.game = game; this.thisWorld = thisWorld; this.player = player; string[] mapFile = { "11111110001111111", "11111110001111111", "11111110001111111", "11110000000001111", "11110000000001111", "11110000000001111", "00010000000001000", "00000000000000000", "00010000000001000", "11110000000001111", "11110000000001111", "11110000000001111", "00010000000001000", "00000000000000000", "00010000000001000", "11110000000001111", "11110000000001111", "11110000000001111", "11110000000001111", "11111111011111111", "11111110001111111", "11111110001111111", "11111110001111111" }; emptyTiles = new List <EmptyTile>(); CreateEmptyTiles(game, mapFile); //Temp test Enemy welp = new Welp("WelpSmall", "Welp"); Enemy zombie = new Zombie("ZombieSmall", "Zombie"); Enemy wraith = new Wraith("WraithSmall", "Wraith"); Enemy ghost = new Ghost("BackwardsStill", "Ghost"); Enemy flower = new Flower("FlowerWorld", "FlowerBattle"); Enemy dragon = new Dragon("Dragon", "Dragon", "DragonSpecial"); enemies = new List <WorldEnemy>(); this.enemies.Add(new WorldEnemy(game, thisWorld, new Point(3, 7), welp)); // Welp this.enemies.Add(new WorldEnemy(game, thisWorld, new Point(3, 13), zombie)); // Zombie this.enemies.Add(new WorldEnemy(game, thisWorld, new Point(13, 7), wraith)); // Wraith this.enemies.Add(new WorldEnemy(game, thisWorld, new Point(13, 13), ghost)); // Ghost this.enemies.Add(new WorldEnemy(game, thisWorld, new Point(8, 19), flower)); // Flower this.enemies.Add(new WorldEnemy(game, thisWorld, new Point(8, 1), dragon)); // Dragon Boss // More Temp Test swords = new List <WorldSword>(); Weapon iceShield = new IceShield("IceShield", 8, 15); Weapon iceSword = new IceSword("IceSword", 20, 5); Weapon lightningSword = new LightningSword("LightningSword", 30, 5); Weapon focus = new BasicFocus("SpellFocus"); this.swords.Add(new WorldSword(game, thisWorld, new Point(1, 7), iceShield)); // Ice Shield this.swords.Add(new WorldSword(game, thisWorld, new Point(1, 13), iceSword)); // Ice Blade this.swords.Add(new WorldSword(game, thisWorld, new Point(15, 7), lightningSword)); // Lightning Blade this.swords.Add(new WorldSword(game, thisWorld, new Point(15, 13), focus)); // Spell/Power Focus InitializePlayerToMiddle(); }
public virtual void YAxisAnimations() { Anim.SetBool("Grounded", WalkingPlayer.GetGrounded()); }