/// <summary> /// Animates the frog jump. /// Precondition: none /// Postcondition: Frog animation queued to new timer /// </summary> /// <param name="frog">The frog.</param> /// <param name="frogDirection">The frog direction.</param> public void AnimateFrogJump(Frog frog, GameObject.Direction frogDirection) { this.player = frog; this.direction = frogDirection; this.FrogJumping = true; this.frogJumpTicks = 0; this.animateFrogJumpSprite(); this.setupJumpAnimationTimer(); this.jumpTimer.Start(); }
public static bool isScreenEdge(GameObject.Direction Dir, Rectangle Position) { switch (Dir) { case (GameObject.Direction.UP): return(Position.Y <= 0); case (GameObject.Direction.DOWN): return(Position.Y + Position.Height >= graphics.GraphicsDevice.Viewport.Height); case (GameObject.Direction.LEFT): return(Position.X <= 0); case (GameObject.Direction.RIGHT): return(Position.X + Position.Width >= graphics.GraphicsDevice.Viewport.Width); } return(false); }
private void playerMoved(object sender, GameObject.Direction direction) { this.animationManager.AnimateFrogJump(this.player, direction); }
private void onPlayerMoved(GameObject.Direction direction) { this.PlayerMoved?.Invoke(this, direction); }