public FSM.State OnDashUpdate(float delta) { int dirX = (int)InputManager.Direction.x; dashTime -= delta; Movement.ApplyMotion(dashDirection); if (-1 * dirX == dashDirection) { return(STATE_IDLE); } if (dashTime <= 0) { dashTime = 0; return(STATE_IDLE); } if (InputManager.JumpPressed) { return(STATE_JUMP); } return(STATE_DASH); }
public FSM.State OnJumpUpdate(float delta) { Vector2 direction = InputManager.Direction; Movement.ApplyMotion(direction.x, direction.y); if (!InputManager.JumpPressed) { jumpReleased = true; } if (jumpReleased) { Movement.CapJumpSpeed(); } if (Movement.IsFalling()) { return(STATE_FALL); } if (Movement.IsGrounded) { return(STATE_IDLE); } return(STATE_JUMP); }
public FSM.State OnRunUpdate(float delta) { Vector2 direction = InputManager.Direction; Movement.ApplyMotion(direction.x, direction.y); if (InputManager.JumpPressed) { return(STATE_JUMP); } if (direction.x == 0) { return(STATE_IDLE); } if (Movement.IsFalling()) { return(STATE_FALL); } if (InputManager.DashPressed) { return(STATE_DASH); } return(STATE_RUN); }
public FSM.State OnWalkingUpdate(float delta) { if (frontRay.IsColliding()) { Movement.Horizontal *= -1; } Movement.ApplyMotion(Movement.Horizontal); Move(delta); return(STATE_WALKING); }
protected FSM.State OnMovingUpdate(float delta) { if (Movement.IsGrounded && HasObstacleOrVoid()) { return(STATE_TURNING); } Movement.ApplyMotion(Movement.Horizontal); Move(delta); return(STATE_MOVING); }
public FSM.State OnFallUpdate(float delta) { Vector2 direction = InputManager.Direction; Movement.ApplyMotion(direction.x, direction.y); if (Movement.IsGrounded) { MoonHunter.Instance.AddMovementDust(feetPosition.GlobalPosition); return(STATE_IDLE); } return(STATE_FALL); }
protected FSM.State OnMovingUpdate(float delta) { if (Movement.IsGrounded && !CanMove()) { Turn(); } movingTimeLeft -= delta; if (movingTimeLeft < 0) { return(STATE_SHOOTING); } Movement.ApplyMotion(Movement.Horizontal); Move(delta); return(STATE_MOVING); }
protected void StopCar() { SetMovementOrientation(0); Movement.ApplyMotion(0); }
protected void OnTurningExit() { Movement.Horizontal *= -1; Movement.ApplyMotion(Movement.Horizontal); Move(0.001f); }