public override void Update() { base.Update(); X = Util.Clamp(X, 0, Game.Width - 15); Y = Util.Clamp(Y, 0, Game.Height); if (Input.KeyDown(Key.Left)) { s.Play(Animation.WalkLeft); X -= speed; direction = Global.DIR_LEFT; } if (Input.KeyDown(Key.N) && direction == Global.DIR_LEFT) { s.Play(Animation.AttackL); } if (Input.KeyDown(Key.N) && direction == Global.DIR_RIGHT) { s.Play(Animation.AttackR); } if (Input.KeyDown(Key.Right)) { s.Play(Animation.WalkRight); X += speed; direction = Global.DIR_RIGHT; } if (Input.KeyReleased(Key.Any)) { s.Stop(); } if (Input.KeyDown(Key.Left) && direction == Global.DIR_LEFT) { s.Play(Animation.WalkLeft); } if (Input.KeyDown(Key.Right) && direction == Global.DIR_RIGHT) { s.Play(Animation.WalkRight); } //Nothing else Pete //enable jump if (Input.KeyDown(Key.Up) && isJumping == false) { isJumping = true; } //the jump math if (isJumping == true && direction == Global.DIR_RIGHT) { jumpCount++; if (jumpCount > 0 && jumpCount < 10) { Y -= 8; s.Play(Animation.JumpR); } else if (jumpCount > 10 && jumpCount < 20) { Y += 8; } else if (jumpCount == 20) { isJumping = false; jumpCount = 0; Y = 420; } } if (isJumping == true && direction == Global.DIR_LEFT) { jumpCount++; if (jumpCount > 0 && jumpCount < 10) { Y -= 8; s.Play(Animation.JumpL); } else if (jumpCount > 10 && jumpCount < 20) { Y += 8; } else if (jumpCount == 20) { isJumping = false; jumpCount = 0; Y = 420; } } switch (direction) { case Global.DIR_LEFT: { break; } case Global.DIR_RIGHT: { break; } } //attack if (b.Overlap(X, Y, Player.Anakin) && Input.KeyPressed(Key.N)) { anakin.health -= damage; } //block if (Input.KeyDown(Key.M) && direction == Global.DIR_LEFT && b.Overlap(X, Y, Player.Anakin)) { s.Play(Animation.JumpL); anakin.damage = 0; } if (Input.KeyDown(Key.M) && direction == Global.DIR_RIGHT && b.Overlap(X, Y, Player.Anakin)) { s.Play(Animation.JumpR); anakin.damage = 0; } if (Input.KeyUp(Key.M)) { anakin.damage = 3; } }