// Edit this function freely! // TODO: Disable ceiling bounce. private float getWallBounce(float value, GravitySide gravitySide) { // No bounce at all if (gravitySide == GravitySide.Left) return -gravityForce.X; else if (gravitySide == GravitySide.Right) return gravityForce.X; else if (gravitySide == GravitySide.Up) return -gravityForce.Y; else if (gravitySide == GravitySide.Down) return gravityForce.Y; else return 0; // No bounce on the floor //if (this.gravitySide == gravitySide) return 0; // Bounce on the floor: // if (this.gravitySide == gravitySide) return (float)(value * -1 * .5); // Bounce on any other side: //return (float)(value * -1 * .5); }
private void spawnPlayer(SpawnPosition newSpawn) { // Reset the player's heath: playerHealth = playerMaxHealth; // Assign the new location and gravity angle: position = newSpawn.GetSpawnVector(); velocity = new Vector2(); gravitySide = newSpawn.GetSpawnGravitySide(); weaponManager.dropPickUpWeapon(); // OPTIONAL: Add some code here to remove all player's bullets from the game. }
public void setGravitySide(GravitySide gravitySide) { // Singleton, we can only switch if the gravity side isn't set to this value already. if (this.gravitySide != gravitySide) { isJumpAllowed = false; this.gravitySide = gravitySide; } }