move comment to appropriate place
GitOrigin-RevId: e0555ac9dde749b46c629218ebabc29a0cbce678
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@ -13,7 +13,6 @@ namespace Jumpy {
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private Texture2D texture;
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private const int spriteSize = 48;
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private const int spriteWidth = 7;
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private const int bottomPadding = 1;
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private const int moveSpeed = 150;
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private const int jumpSpeed = 500;
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private const int gravity = 1500;
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@ -30,23 +29,18 @@ namespace Jumpy {
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this.texture = texture;
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}
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// TODO: refactor input to have a virtual "which directions & buttons were being pressed"
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// instead of complicated if-statements in this function.
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public void Update(
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GameTime time, History<GamePadState> gamePad, List<Rectangle> collisionTargets) {
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Point oldPosition = position;
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AirState oldAirState = airState;
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UpdateFromGamePad(time, gamePad);
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bool someIntersection = false;
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Rectangle playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 8, spriteWidth * 2, 27);
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bool standingOnGround = false;
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foreach (var rect in collisionTargets) {
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playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 8, spriteWidth * 2, 27);
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if (playerBbox.Intersects(rect)) {
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someIntersection = true;
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if (oldPosition.Y > position.Y) {
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int diff = playerBbox.Top - rect.Bottom;
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position.Y -= diff;
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@ -85,6 +79,8 @@ namespace Jumpy {
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}
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}
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// TODO: refactor input to have a virtual "which directions & buttons were being pressed"
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// instead of complicated if-statements in this function.
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void UpdateFromGamePad(GameTime time, History<GamePadState> gamePad) {
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if (gamePad[0].IsButtonDown(Buttons.A) && airState == AirState.Ground) {
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pose = Pose.Jumping;
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