private void updMovement(object sender, EventArgs e) { switch (player.currAnimation) { case 0: //currAnimation = 0; player.Right(); if (player._x > this.Width / 2 && player._x < sideOfMapObject * height - this.Width / 2) { delta.X -= player.speed; } break; case 1: //currAnimation = 1; player.Left(); if (player._x > this.Width / 2 && player._x < sideOfMapObject * height - this.Width / 2) { delta.X += player.speed; } break; case 3: //currAnimation = 3; player.Up(); if (player._y > this.Height / 2 && player._y < sideOfMapObject * width - this.Height / 2) { delta.Y += player.speed; } break; case 2: //currAnimation = 2; player.Down(); if (player._y > this.Height / 2 && player._y < sideOfMapObject * width - this.Height / 2) { delta.Y -= player.speed; } break; } this.Invalidate(); }