Пример #1
0
        public void updatePhysics(bool preBake = false)
        {
            rigidBody.applyGravity();
            relativeOffset = new Vector2(relativeOffset.X, relativeOffset.Y - rigidBody.yMovementPossible(true));
            float netXMovement = rigidBody.xMovementPossible(true);

            relativeOffset = new Vector2(relativeOffset.X - netXMovement, relativeOffset.Y);

            //Spritesheet
            //netXMovement is made non-relative
            spritesheetManager.updateSpritesheetPos(-(netXMovement / Game1.currentMap.tileSize), player: true);
        }
Пример #2
0
        public void updateRigidbody(SpritesheetManager spritesheetManager = null)
        {
            rigidBody.applyGravity();
            rigidBody.collisionRectangle.Y += (int)rigidBody.yMovementPossible();

            float netXMovement = rigidBody.xMovementPossible();

            if (spritesheetManager != null)
            {
                spritesheetManager.updateSpritesheetPos(netXMovement / Game1.currentMap.tileSize);
            }
            rigidBody.collisionRectangle.X += (int)netXMovement;
        }