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oldPlayer.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Content;
namespace ActionGame
{
class oldPlayer:GraphicalGameObject
{
public oldPlayer(Game1 game) : base(game, game.assets.player)
{
}
public override void update(float delta)
{
KeyboardState state = Keyboard.GetState();
if (state.IsKeyDown(Keys.Right))
{
if (-5 < velocityX && velocityX < 5) velocityX += 0.2f;
}
else if (state.IsKeyDown(Keys.Left))
{
if (-5 < velocityX && velocityX < 5) velocityX -= 0.2f;
}
else
{
if (velocityX == 0) { velocityX = 0; }
else if (velocityX < 0) { velocityX += 0.1f; }
else if (velocityX > 0) { velocityX -= 0.1f; }
}
if (state.IsKeyDown(Keys.Down))
{
if (-5 < velocityY && velocityY < 5) velocityY += 0.2f;
}
else if (state.IsKeyDown(Keys.Up))
{
if (-5 < velocityY && velocityY < 5) velocityY -= 0.2f;
}
else
{
if (velocityY == 0) { velocityY = 0; }
else if (velocityY < 0) { velocityY += 0.1f; }
else if (velocityY > 0) { velocityY -= 0.1f; }
}
X += (velocityX * delta * 0.1f);
Y += (velocityY * delta * 0.1f);
Console.WriteLine((velocityX).ToString());
base.update(delta);
}
public override void Draw(SpriteBatch batch, float screenAlpha)
{
base.Draw(batch, screenAlpha);
}
}
}