public void isGround() { if (IsAlive == false) { return; } m_isOnGround = false; RoomNew room = null; Rectangle playerBounds = _position.Bounding; Vector2 v2 = SpriteRoom.getCenterTile(playerBounds); Rectangle tileBounds = SpriteRoom.GetBounds(Convert.ToInt32(Math.Truncate(v2.X)), Convert.ToInt32(Math.Truncate(v2.Y))); //Check if kid outside Room if (v2.X < 0) { room = Maze.LeftRoom(SpriteRoom); } else { room = SpriteRoom; } if (v2.Y > 2) { m_isOnGround = false; } else if (v2.Y < 0) { m_isOnGround = false; } else { if (room.GetCollision(Convert.ToInt32(Math.Truncate(v2.X)), Convert.ToInt32(Math.Truncate(v2.Y))) != Enumeration.TileCollision.Passable) { if (playerBounds.Bottom >= tileBounds.Bottom) { m_isOnGround = true; } } } if (m_isOnGround == false) { if (sprite.sequence.raised == false) { if (spriteState.Value().state == Enumeration.State.runjump) { spriteState.Add(Enumeration.State.rjumpfall, Enumeration.PriorityState.Force); sprite.PlayAnimation(spriteSequence, spriteState.Value()); } else { if (spriteState.Previous().state == Enumeration.State.runjump) { spriteState.Add(Enumeration.State.stepfall, Enumeration.PriorityState.Force, new Vector2(20, 15)); } else if (spriteState.Value().state != Enumeration.State.freefall) { spriteState.Add(Enumeration.State.stepfall, Enumeration.PriorityState.Force); } } //SpriteRoom.LooseShake(); //and for upper room... SpriteRoom.maze.UpRoom(SpriteRoom).LooseShake(); } return; } //IS ON GROUND! if (spriteState.Value().state == Enumeration.State.freefall) { //Align to tile x _position.Y = tileBounds.Bottom - _position._spriteRealSize.Y; //CHECK IF LOOSE ENERGY... int Rem = 0; Rem = Convert.ToInt32(Math.Truncate(Math.Abs(Position.Y - PositionFall.Y))) / Tile.REALHEIGHT; if (Rem == 0) { ((SoundEffect)Maze.dContentRes["Sounds/dos/falling echo".ToUpper()]).Play(); } else if (Rem >= 1 & Rem < 3) { ((SoundEffect)Maze.dContentRes["Sounds/dos/loosing a life falling".ToUpper()]).Play(); } else { ((SoundEffect)Maze.dContentRes["Sounds/dos/falling".ToUpper()]).Play(); //you should dead!!! DeadFall(); } Energy = Energy - Rem; spriteState.Add(Enumeration.State.crouch, Enumeration.PriorityState.Force, false); SpriteRoom.LooseShake(); } }