示例#1
0
 public virtual void PrepareMove(GameTime gameTime)
 {
     if (MoveableBodyState != MoveableBodyStates.Dead && MoveableBodyState != MoveableBodyStates.Attacking)
     {
         if (InputManager.ActionIsPressed("MoveRight"))
         {
             MoveRight();
         }
         else if (InputManager.ActionIsPressed("MoveLeft"))
         {
             MoveLeft();
         }
         if (InputManager.ActionIsPressed("MoveUp"))
         {
             if (CanJump())
             {
                 Jump();
             }
         }
         if (InputManager.ActionWasJustPressed("Attack"))
         {
             Attack();
         }
     }
 }
 private void FreeRoamCamera()
 {
     if (inputManager.ActionIsPressed("MoveLeft"))
     {
         Position += new Vector2(-freeroamVelocity.X, 0);
     }
     if (inputManager.ActionIsPressed("MoveRight"))
     {
         Position += new Vector2(freeroamVelocity.X, 0);
     }
     if (inputManager.ActionIsPressed("MoveUp"))
     {
         Position += new Vector2(0, -freeroamVelocity.Y);
     }
     if (inputManager.ActionIsPressed("MoveDown"))
     {
         Position += new Vector2(0, freeroamVelocity.Y);
     }
     //After updating position we can calculate view matrix
     CalculateViewMatrix();
 }
示例#3
0
        private void Move()
        {
            if (inputManager.ActionIsPressed("MoveDown"))
            {
                if (direction != Direction.Down)
                {
                    _texture = _texture_normal;
                }
                direction = Direction.Down;
            }

            if (inputManager.ActionIsPressed("MoveUp"))
            {
                if (direction != Direction.Up)
                {
                    _texture = _texture_flip;
                }
                direction = Direction.Up;
            }

            if (inputManager.ActionIsPressed("MoveLeft"))
            {
                Velocity.X = -Speed;
            }

            if (inputManager.ActionIsPressed("MoveRight"))
            {
                Velocity.X = Speed;
            }

            if (direction == Direction.Up)
            {
                Velocity.Y = -Speed;
            }
            if (direction == Direction.Down)
            {
                Velocity.Y = Speed;
            }
        }