diff --git a/Jumpy.Shared/Player.cs b/Jumpy.Shared/Player.cs index 27b7a0f..13adc6a 100644 --- a/Jumpy.Shared/Player.cs +++ b/Jumpy.Shared/Player.cs @@ -6,24 +6,30 @@ using System; namespace Jumpy { class Player { enum Facing { Left, Right }; - enum Pose { Walking, Standing, Crouching, Stretching }; + enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing }; private const int spriteSize = 144; private const int spriteWidth = 20; private const int moveSpeed = 600; + private Texture2D texture; // TODO: stop assuming 1920x1080. private Vector2 position = new Vector2(200, 1080 - spriteSize / 2); private Facing facing = Facing.Right; private Pose pose = Pose.Standing; - private Texture2D texture; + private double swordSwingTime = 0; public Player(Texture2D texture) { this.texture = texture; } - public void Update(GameTime gameTime, GamePadState gamePadState) { - Vector2 leftStick = gamePadState.ThumbSticks.Left; + public void Update(GameTime gameTime, GamePadState gamePad) { + if (gamePad.Buttons.X == ButtonState.Pressed && swordSwingTime <= 0) { + swordSwingTime = 0.3; + pose = Pose.SwordSwing; + return; + } + Vector2 leftStick = gamePad.ThumbSticks.Left; if (leftStick.X < -0.5) { facing = Facing.Left; pose = Pose.Walking; @@ -39,6 +45,12 @@ namespace Jumpy { } else { pose = Pose.Standing; } + + if (swordSwingTime > 0) { + swordSwingTime -= gameTime.ElapsedGameTime.TotalSeconds; + pose = Pose.SwordSwing; + } + position.X = Math.Min(Math.Max(position.X, 0 + spriteWidth), 1920 - spriteWidth); } @@ -54,6 +66,14 @@ namespace Jumpy { return new Point(spriteSize * 7, spriteSize * 2); case Pose.Stretching: return new Point(spriteSize * 1, spriteSize * 2); + case Pose.SwordSwing: + if (swordSwingTime > 0.2) { + return new Point(spriteSize * 3, 0); + } else if (swordSwingTime > 0.1) { + return new Point(spriteSize * 4, 0); + } else { + return new Point(spriteSize * 5, 0); + } case Pose.Standing: default: return new Point(spriteSize * 7, 0);