public override void Tick(float dt) { base.Tick(dt); GamePadData data = GamePad.GetData(0); float analogX = 0.0f; float analogY = 0.0f; //d-pad movement,emulating analog movement of the sticks if (Input2.GamePad0.Right.Down) { analogX = 1.0f; } else if (Input2.GamePad0.Left.Down) { analogX = -1.0f; } if (Input2.GamePad0.Up.Down) { analogY = -1.0f; } else if (Input2.GamePad0.Down.Down) { analogY = 1.0f; } //if the left stick is moving,then use values read from the stick if (data.AnalogLeftX > 0.2f || data.AnalogLeftX < -0.2f || data.AnalogLeftY > 0.2f || data.AnalogLeftY < -0.2f) { analogX = data.AnalogLeftX; analogY = data.AnalogLeftY; } //calculate the position /*if(analogX>0) * { * Position = new Vector2 (Position.X + 0.1f, Position.Y); * }else if(analogX<0) * { * Position = new Vector2 (Position.X - 0.1f, Position.Y); * } * * if(analogY>0) * { * Position = new Vector2 (Position.X + Position.Y- 0.1f); * }else if(analogY<0) * { * Position = new Vector2 (Position.X, Position.Y + 0.1f); * }*/ Vector2 proposedChange; if (analogX != 0.0f) { proposedChange = new Vector2(analogX / 10f, 0.0f); if (!Collisions.checkWallsCollisions(this, MapManager.Instance.currentMap, ref proposedChange)) { Position += proposedChange; } } if (analogY != 0.0f) { proposedChange = new Vector2(0.0f, -analogY / 10f); if (!Collisions.checkWallsCollisions(this, MapManager.Instance.currentMap, ref proposedChange)) { Position += proposedChange; } } //rotate according to the right analog stick, or if it's not moving, then according the the left stick // so basically if you are not pointing the player in any direction with the right stick he is going to point in the walking direction //or if both sticks are not moving,then use the analogX and analogY values(d-pad movement) // OR do autoaim if enabled if (data.AnalogRightX > 0.2f || data.AnalogRightX < -0.2f || data.AnalogRightY > 0.2f || data.AnalogRightY < -0.2f) { var angleInRadians = FMath.Atan2(-data.AnalogRightX, -data.AnalogRightY); playerBodySprite.Rotation = new Vector2(FMath.Cos(angleInRadians), FMath.Sin(angleInRadians)); } else if (!Game.autoAim && (data.AnalogLeftX > 0.2f || data.AnalogLeftX < -0.2f || data.AnalogLeftY > 0.2f || data.AnalogLeftY < -0.2f)) { var angleInRadians = FMath.Atan2(-data.AnalogLeftX, -data.AnalogLeftY); playerBodySprite.Rotation = new Vector2(FMath.Cos(angleInRadians), FMath.Sin(angleInRadians)); } else if (!Game.autoAim && (analogX != 0.0f || analogY != 0.0f)) { var angleInRadians = FMath.Atan2(-analogX, -analogY); playerBodySprite.Rotation = new Vector2(FMath.Cos(angleInRadians), FMath.Sin(angleInRadians)); } else if (Game.autoAim) { GameEntity e; if (Collisions.findNearestEnemy(Player.Instance, 8.0f, out e)) { Vector2 distance = (Player.Instance.Position - e.Position).Normalize(); var angleInRadians = FMath.Atan2(distance.X, -distance.Y); playerBodySprite.Rotation = new Vector2(FMath.Cos(angleInRadians), FMath.Sin(angleInRadians)); } else { var angleInRadians = FMath.Atan2(-analogX, -analogY); playerBodySprite.Rotation = new Vector2(FMath.Cos(angleInRadians), FMath.Sin(angleInRadians)); } } }