public void Enter(BazingaPlayer player) { var offset = FixtureOffset * new Vector2(player.Animation.IsFlippedHorizontally ? -1 : 1, 1); player.SetBodyFixture(FixtureRadiusX, FixtureRadiusY, offset); player.Animation.PlaySprite(SpriteState.Idle, true); }
public IPlayerState Update(BazingaPlayer player, GameTime gameTime) { if (_lastJumpTime == TimeSpan.Zero) { _lastJumpTime = gameTime.TotalGameTime; } // TODO: remove double jump //if ((gameTime.TotalGameTime - _lastJumpTime).TotalSeconds > 0.5f // && player.Body.LinearVelocity.Y <= 0 && player.Body.LinearVelocity.Y > -0.01) if (player.Body.LinearVelocity.Y <= 0 && player.Body.LinearVelocity.Y > -0.01) { return(new PlayerIdleState()); //while (player.Body.ContactList.Next != null) //{ // if ((player.Body.ContactList.Contact.FixtureB.CollisionCategories & Category.Cat2) == Category.Cat2) // { // return new PlayerIdleState(); // } //} } return(null); }
public void Enter(BazingaPlayer player) { var offset = FixtureOffset * new Vector2(player.Animation.IsFlippedHorizontally ? -1 : 1, 1); player.SetBodyFixture(FixtureRadiusX, FixtureRadiusY, offset); player.Animation.Repeat = false; player.Animation.PlaySprite(Animations.SpriteState.Slide); player.Body.OnCollision += PlayerCollisionHandler; }
public IPlayerState Update(BazingaPlayer player, GameTime gameTime) { if (player.Animation.AnimationCompleted) { return(new PlayerIdleState()); } return(null); }
public IPlayerState HandleInput(BazingaPlayer player, KeyboardState input) { if (input.IsKeyDown(Keys.A)) { player.Animation.PlaySprite(SpriteState.Melee, false); } return(null); }
public Camera(Viewport viewport) { _position = new Vector2(0, 0); ViewportCenter = new Vector2(0, 0); _playerToFollow = null; _followAcceleration = 1f; Origin = new Vector2(viewport.Width / 2.0f, viewport.Height / 2.0f); Zoom = 1.0f; _viewport = viewport; }
public IPlayerState Update(BazingaPlayer player, GameTime gameTime) { float xForce = 0; float yForce = 0; xForce = player.Body.LinearVelocity.X * -10; player.Body.ApplyForce(new Vector2(xForce, yForce)); return(null); }
public void Enter(BazingaPlayer player) { var offset = FixtureOffset * new Vector2(player.Animation.IsFlippedHorizontally ? -1 : 1, 1); var xForce = JumpXForce * (player.Animation.IsFlippedHorizontally ? -1 : 1); player.SetBodyFixture(FixtureRadiusX, FixtureRadiusY, offset); player.Animation.PlaySprite(SpriteState.Jump, false); player.Body.ApplyLinearImpulse(new Vector2(0, JumpYForce)); if (Math.Abs(player.Body.LinearVelocity.X) >= 1) { player.Body.ApplyForce(new Vector2(xForce, 0)); } }
public IPlayerState HandleInput(BazingaPlayer player, KeyboardState input) { IPlayerState newState = null; float xForce = 0; float yForce = 0; if (input.IsKeyDown(Keys.Right)) { if (player.Body.LinearVelocity.X < MinTurnAroundVelocity) { xForce = RunForce; } player.Animation.Effect = SpriteEffects.None; player.Animation.PlaySprite(SpriteState.Run, true); } else if (input.IsKeyDown(Keys.Left)) { if (player.Body.LinearVelocity.X > -MinTurnAroundVelocity) { xForce = -RunForce; } player.Animation.Effect = SpriteEffects.FlipHorizontally; player.Animation.PlaySprite(SpriteState.Run, true); } player.Body.ApplyForce(new Vector2(xForce, yForce)); if (input.IsKeyDown(Keys.Down) && Math.Abs(player.Body.LinearVelocity.X) >= MinSlideVelocity) { return(new PlayerSlideState()); } else if (input.IsKeyDown(Keys.LeftControl) && Math.Abs(player.Body.LinearVelocity.X) <= MaxAttackVelocity) { return(new PlayerAttackState()); } else if (input.IsKeyDown(Keys.Up)) { return(new PlayerJumpState()); } else if (input.IsKeyUp(Keys.Left) && input.IsKeyUp(Keys.Right)) { return(new PlayerIdleState()); } return(newState); }
public IPlayerState Update(BazingaPlayer player, GameTime gameTime) { if (_slideStartTime == TimeSpan.Zero) { _slideStartTime = gameTime.TotalGameTime; } if (Math.Abs(player.Body.LinearVelocity.X) <= MinSlideVelocity && gameTime.TotalGameTime - _slideStartTime >= MinSlideTimeSpan) { return(new PlayerIdleState()); } else { return(null); } }
public IPlayerState HandleInput(BazingaPlayer player, KeyboardState input) { if (input.IsKeyDown(Keys.Right) || input.IsKeyDown(Keys.Left)) { return(new PlayerRunningState()); } else if (input.IsKeyDown(Keys.Up)) { return(new PlayerJumpState()); } else if (input.IsKeyDown(Keys.LeftControl)) { return(new PlayerAttackState()); } else { return(null); } }
public void Initialize() { // Boxes for (int i = 0; i < 20; i++) { Game.Components.Add(new Box(Game, i * 96, 10)); } // Map _gameMap = new Map(Game); Game.Components.Add(_gameMap); // Player _gamePlayer = new BazingaPlayer(Game, 400, 100); Game.Components.Add(_gamePlayer); Texture2D texture = Game.Content.Load <Texture2D>("Particles/Particle"); //new Texture2D(graphics.GraphicsDevice, 10, 10) particleEngine = new ParticleEngine(Game, texture, new Vector2(800, 10)); Game.Components.Add(particleEngine); }
public void Exit(BazingaPlayer player) { player.Body.OnCollision -= PlayerCollisionHandler; }
public IPlayerState HandleInput(BazingaPlayer player, KeyboardState input) { return(null); }
public void SetPlayerToFollow(BazingaPlayer playerToFollow) { _playerToFollow = playerToFollow; }
public void Exit(BazingaPlayer player) { // Nop }
public void Enter(BazingaPlayer player) { player.SetBodyFixture(FixtureRadiusX, FixtureRadiusY, FixtureOffset); player.Body.Awake = true; }
public IPlayerState Update(BazingaPlayer player, GameTime gameTime) { return(null); }