public new void move(ControlHandler.Directions dir) { switch (dir) { case KeyHandler.Directions.NORTH: move(0, -this.Speed); break; // Go up case KeyHandler.Directions.NORTH_WEST: move(-this.Speed, -this.Speed); break; case KeyHandler.Directions.WEST: move(this.Speed, 0); break; // Go Left case KeyHandler.Directions.NORTH_EAST: move(this.Speed, -this.Speed); break; case KeyHandler.Directions.EAST: move(this.Speed, 0); break; // Go Right case KeyHandler.Directions.SOUTH_EAST: move(this.Speed, this.Speed); break; case KeyHandler.Directions.SOUTH: move(0, this.Speed); break; // Go Down case KeyHandler.Directions.SOUTH_WEST: move(-this.Speed, this.Speed); break; } stepCounter++; if (stepCounter % ADD_STEP_EVERY_X_MOVES == 0) { addToLastPositions(new Enemies.Position(Position.X, Position.Y)); stepCounter = 0; } // Reflect to other side? if (Position.X < 0) Position.X = 400; if (Position.Y < 0) Position.Y = 600; if (Position.X > 400) Position.X = 0; if (Position.Y > 600) Position.Y = 0; }
public void move(ControlHandler.Directions direction) { switch (direction) { case KeyHandler.Directions.NORTH: move(0, -1); break; // Go up case KeyHandler.Directions.NORTH_WEST: move(-1, -1); break; case KeyHandler.Directions.WEST: move(-1, 0); break; // Go Left case KeyHandler.Directions.NORTH_EAST: move(1, -1); break; case KeyHandler.Directions.EAST: move(1, 0); break; // Go Right case KeyHandler.Directions.SOUTH_EAST: move(1, 1); break; case KeyHandler.Directions.SOUTH: move(0, 1); break; // Go Down case KeyHandler.Directions.SOUTH_WEST: move(-1, 1); break; } }