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@ -6,24 +6,30 @@ using System; |
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namespace Jumpy { |
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class Player { |
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enum Facing { Left, Right }; |
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enum Pose { Walking, Standing, Crouching, Stretching }; |
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enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing }; |
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private const int spriteSize = 144; |
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private const int spriteWidth = 20; |
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private const int moveSpeed = 600; |
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private Texture2D texture; |
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// TODO: stop assuming 1920x1080.
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private Vector2 position = new Vector2(200, 1080 - spriteSize / 2); |
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private Facing facing = Facing.Right; |
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private Pose pose = Pose.Standing; |
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private Texture2D texture; |
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private double swordSwingTime = 0; |
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public Player(Texture2D texture) { |
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this.texture = texture; |
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} |
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public void Update(GameTime gameTime, GamePadState gamePadState) { |
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Vector2 leftStick = gamePadState.ThumbSticks.Left; |
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public void Update(GameTime gameTime, GamePadState gamePad) { |
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if (gamePad.Buttons.X == ButtonState.Pressed && swordSwingTime <= 0) { |
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swordSwingTime = 0.3; |
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pose = Pose.SwordSwing; |
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return; |
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} |
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Vector2 leftStick = gamePad.ThumbSticks.Left; |
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if (leftStick.X < -0.5) { |
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facing = Facing.Left; |
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pose = Pose.Walking; |
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@ -39,6 +45,12 @@ namespace Jumpy { |
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} else { |
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pose = Pose.Standing; |
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} |
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if (swordSwingTime > 0) { |
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swordSwingTime -= gameTime.ElapsedGameTime.TotalSeconds; |
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pose = Pose.SwordSwing; |
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} |
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position.X = Math.Min(Math.Max(position.X, 0 + spriteWidth), 1920 - spriteWidth); |
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} |
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@ -54,6 +66,14 @@ namespace Jumpy { |
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return new Point(spriteSize * 7, spriteSize * 2); |
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case Pose.Stretching: |
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return new Point(spriteSize * 1, spriteSize * 2); |
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case Pose.SwordSwing: |
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if (swordSwingTime > 0.2) { |
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return new Point(spriteSize * 3, 0); |
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} else if (swordSwingTime > 0.1) { |
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return new Point(spriteSize * 4, 0); |
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} else { |
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return new Point(spriteSize * 5, 0); |
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} |
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case Pose.Standing: |
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default: |
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return new Point(spriteSize * 7, 0); |
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