public override void CheckMovement(GameTime gameTime) { RecastPositions(); if (player is IMovementNPC) { var temp = player as IMovementNPC; if (NPCCollision.IsAroundNPC(HeroPlayer.Positie, positie)) { base.CheckMovement(gameTime); } else { if (!isSetTimer) { timer = gameTime.TotalGameTime.TotalSeconds; isSetTimer = true; } player.Direction = righting; if (player.Direction) { velocity.X = -1; isGround = false; } else { velocity.X = 1; isGround = false; } if ((gameTime.TotalGameTime.TotalSeconds - timer > timeOnJump) && !hasJumped) { effects.PlayJump(); isSetTimer = false; velocity.Y = -jumpHeight; hasJumped = true; isGround = false; } this.CheckCollide(4, 5); CheckGravity(); player.Update(gameTime); } } }
public override void CheckMovement(GameTime gameTime) { RecastPositions(); if (player is IMovementNPC) { var temp = player as IMovementNPC; if (NPCCollision.IsAroundNPC(HeroPlayer.Positie, positie)) { base.CheckMovement(gameTime); } else { if (HeroPlayer.Positie.X + 32 < positie.X) { player.Direction = true; velocity.X = -1; } else if (HeroPlayer.Positie.X + 32 > positie.X) { player.Direction = false; velocity.X = 1; } else { velocity.X = 0; } if (HeroPlayer.Positie.Y + 20 < positie.Y && !hasJumped) { //Jump effects.PlayJump(); velocity.Y = -jumpHeight; hasJumped = true; isGround = false; } CheckCollide(4, 5); CheckGravity(); player.Update(gameTime); } } }
public override void CheckMovement(GameTime gameTime) { RecastPositions(); if (player is IMovementNPC) { var temp = player as IMovementNPC; if (NPCCollision.IsAroundNPC(HeroPlayer.Positie, positie)) { base.CheckMovement(gameTime); } else { CheckCollide(4, 5); CheckGravity(); player.Update(gameTime); } } }
public override void CheckMovement(GameTime gameTime) { RecastPositions(); if (NPCCollision.IsAroundNPC(HeroPlayer.Positie, positie)) { base.CheckMovement(gameTime); hasFollow = true; } else { if (hasFollow) { hasFollow = false; } #region met Tijd Guard if (!isSetTimer1) { timer1 = gameTime.TotalGameTime.TotalSeconds; isSetTimer1 = true; } player.Direction = righting; if (player.Direction) { velocity.X = -1; } else { velocity.X = 1; } if ((gameTime.TotalGameTime.TotalSeconds - timer1 > walkTime)) { velocity.X = 0; if (!isSetTimer2) { timer2 = gameTime.TotalGameTime.TotalSeconds; isSetTimer2 = true; } if ((gameTime.TotalGameTime.TotalSeconds - timer2 > stopTime)) { isSetTimer2 = false; isSetTimer1 = false; righting = !righting; } } #endregion this.CheckCollide(5, 5); CheckGravity(); player.Positie = positie; player.Velocity = velocity; //player.Positie += player.Versnelling; player.Update(gameTime); } }
public override void CheckMovement(GameTime gameTime) { RecastPositions(); if (NPCCollision.IsAroundNPC(HeroPlayer.Positie, positie)) { base.CheckMovement(gameTime); hasFollow = true; } else { if (hasFollow) { minX = positie.X - 32f; maxX = positie.X + 32f; hasFollow = false; } #region Met Plaats Guard if (positie.X <= minX || positie.X >= maxX) { velocity.X = 0; if (!isSetTimer) { timer = gameTime.TotalGameTime.TotalSeconds; isSetTimer = true; } if ((gameTime.TotalGameTime.TotalSeconds - timer > stopTime)) { isSetTimer = false; isSetTimer = false; righting = !righting; if (righting) { velocity.X = -1; } else { velocity.X = 1; } } } else { player.Direction = righting; if (player.Direction) { velocity.X = -1; } else { velocity.X = 1; } } #endregion this.CheckCollide(5, 5); CheckGravity(); player.Positie = positie; player.Velocity = velocity; //player.Positie += player.Versnelling; player.Update(gameTime); } }