add sword swing
GitOrigin-RevId: 46ebf8496eca9d752eeec6d3a2fad202a8f33867
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parent
fdd0eb60c4
commit
050a5b0567
@ -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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