public void updatePhysics(bool preBake = false) { rigidBody.applyGravity(); relativeOffset = new Vector2(relativeOffset.X, relativeOffset.Y - rigidBody.yMovementPossible(true)); float netXMovement = rigidBody.xMovementPossible(true); relativeOffset = new Vector2(relativeOffset.X - netXMovement, relativeOffset.Y); //Spritesheet //netXMovement is made non-relative spritesheetManager.updateSpritesheetPos(-(netXMovement / Game1.currentMap.tileSize), player: true); }
public void updateRigidbody(SpritesheetManager spritesheetManager = null) { rigidBody.applyGravity(); rigidBody.collisionRectangle.Y += (int)rigidBody.yMovementPossible(); float netXMovement = rigidBody.xMovementPossible(); if (spritesheetManager != null) { spritesheetManager.updateSpritesheetPos(netXMovement / Game1.currentMap.tileSize); } rigidBody.collisionRectangle.X += (int)netXMovement; }