本文整理汇总了C#中Player.GetPosition方法的典型用法代码示例。如果您正苦于以下问题:C# Player.GetPosition方法的具体用法?C# Player.GetPosition怎么用?C# Player.GetPosition使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Player
的用法示例。
在下文中一共展示了Player.GetPosition方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: HandlePlayerCollision
public void HandlePlayerCollision(Player p)
{
if (p.invulnCount > 0)
return;
if (knockbackcount <= 0 && p.shouldDamage && this.isColliding(p.swordCollision))
{
Vector2 diff = (p.GetPosition() - this.GetPosition()).normalized;
this.xVel -= diff.x * 7f;
this.yVel -= diff.y * 7f;
knockbackcount = 1.0f;
}
if (p.isColliding(this))
{
FSoundManager.PlaySound("orbExplosion");
p.TakeDamage(p.GetPosition() - new Vector2(xVel, yVel));
SpawnParticles(30, true);
world.removeObject(this);
}
}
示例2: Start
public override void Start()
{
tileMap = new TileMap();
tileMap.LoadTileMap("Texts/MapBig");
AddChild(tileMap);
player = new Player();
cameraPosition = player.GetPosition();
tileMap.AddChild(player);
ListenForUpdate(Update);
AddChild(hudShadow);
AddChild(hudStuff);
}
示例3: SpawnPlayer
public void SpawnPlayer(Player p)
{
p.SetPosition(pos-new Vector2(p.hitBox.x, p.hitBox.y));
p.SetDirection(exitDirection);
p.PlayAnim(true);
p.xVel = 0;
p.yVel = 0;
Vector2 newPos = p.GetPosition();
switch(exitDirection)
{
case FutileFourDirectionBaseObject.Direction.UP: newPos.y += 20; break;
case FutileFourDirectionBaseObject.Direction.RIGHT: newPos.x += 16; break;
case FutileFourDirectionBaseObject.Direction.DOWN: newPos.y -= 16; break;
case FutileFourDirectionBaseObject.Direction.LEFT: newPos.x -= 16; break;
}
Go.to(p, 1.0f, new TweenConfig().floatProp("x", newPos.x).floatProp("y", newPos.y));
}
示例4: HandlePlayerCollision
public void HandlePlayerCollision(Player p)
{
if (p.isColliding(this))
{
//FSoundManager.PlaySound("powerup");
isBeingPickedUp = true;
FSoundManager.TweenVolume(.3f);
p.isVisible = false;
Go.killAllTweensWithTarget(p);
p.State = Player.PlayerState.IDLE;
p.xVel = 0;
p.yVel = 0;
Go.killAllTweensWithTarget(this);
FSprite playerPickup = new FSprite("player_13");
C.getCameraInstance().AddChild(playerPickup);
Vector2 playerRelativePosition = p.GetPosition() + Futile.stage.GetPosition() - Vector2.up * 16f;
playerPickup.SetPosition(playerRelativePosition);
this.SetPosition(this.GetPosition() + Futile.stage.GetPosition() - Vector2.up * 16f);
world.removeObject(this);
C.getCameraInstance().AddChild(this);
world.forceWaitLoad = true;
RXDebug.Log(this.GetPosition(), playerPickup.GetPosition());
this.MoveToFront();
FLabel label = new FLabel(C.largeFontName, type.ToString().ToUpper() + " SPIRIT");
C.getCameraInstance().AddChild(label);
label.y = Futile.screen.halfHeight - label.textRect.height / 2f - 10;
label.x = Futile.screen.halfWidth + label.textRect.width / 2f + 10;
world.ShowLoading(() =>
{
Go.to(playerPickup, 2.0f, new TweenConfig().floatProp("x", 0).floatProp("y", -15).setEaseType(EaseType.QuadOut));
Go.to(this, 2.0f, new TweenConfig().floatProp("x", 0).floatProp("y", 15).setEaseType(EaseType.QuadOut));
Go.to(label, 1.5f, new TweenConfig().floatProp("x", 0).setEaseType(EaseType.BackOut).setDelay(1.5f).onComplete(() =>
{
Go.to(this, .01f, new TweenConfig().floatProp("x", 1, true).onComplete(() =>
{
Go.to(this, .01f, new TweenConfig().floatProp("x", -2, true).setIterations(100, LoopType.PingPong).onComplete(() =>
{
FSoundManager.PlaySound("orbExplosion");
FSoundManager.PlaySound("powerup");
SpawnParticles(30);
this.x -= 1;
sprite.SetElementByName(type.ToString().ToLower() + "_soul");
Go.to(label, 1.5f, new TweenConfig().floatProp("x", -Futile.screen.halfWidth - label.textRect.width / 2f - 10).setEaseType(EaseType.BackIn).setDelay(2.0f).onStart((AbstractTween t) => { }).onComplete(() =>
{
label.RemoveFromContainer();
Go.to(playerPickup, 1.0f, new TweenConfig().floatProp("x", playerRelativePosition.x).floatProp("y", playerRelativePosition.y).setEaseType(EaseType.QuadInOut).onComplete(() =>
{
FSoundManager.TweenVolume(1.0f);
p.PickupSoul(this);
world.HideLoading(() => { p.isVisible = true; playerPickup.RemoveFromContainer(); this.RemoveFromContainer(); });
}));
Vector2 powerupPos;
switch(type)
{
case SoulType.JUMP:
powerupPos = world.ui.slotAPos;
break;
default:
powerupPos = world.ui.slotBPos;
break;
}
Go.to(this, 1.0f, new TweenConfig().floatProp("x", powerupPos.x).floatProp("y", powerupPos.y).setEaseType(EaseType.QuadInOut));
}));
}));
}));
}));
});
}
}
示例5: CheckDamage
public void CheckDamage(Player p)
{
if (this.State == KnightState.INVULNERABLE || this.State == KnightState.DYING)
return;
if (p.shouldDamage && (p.State == Player.PlayerState.SWORD || p.State == Player.PlayerState.SWORD_TWO))
{
if (isColliding(p.swordCollision))
{
TakeDamage(p.GetPosition());
}
}
else
{
if (p.invulnCount > 0)// || (p.StateCount > .01f && p.State == Player.PlayerState.JUMP))
return;
if (isColliding(p))
{
p.TakeDamage(this.GetPosition());
}
}
switch (State)
{
case KnightState.IDLE:
case KnightState.MOVING:
switch (_direction)
{
case Direction.RIGHT:
case Direction.LEFT:
if (this.y - attackSideDist < p.y && this.y + attackSideDist > p.y)
if (_direction == Direction.LEFT && this.x > p.x && this.x - attackDist < p.x)
{
FSoundManager.PlaySound("knightAttack");
State = KnightState.ATTACK_START;
PlayAnim(true);
attackTarget = p;
}
else if (_direction == Direction.RIGHT && this.x < p.x && this.x + attackDist > p.x)
{
FSoundManager.PlaySound("knightAttack");
State = KnightState.ATTACK_START;
PlayAnim(true);
attackTarget = p;
}
break;
case Direction.UP:
case Direction.DOWN:
if (this.x - attackSideDist < p.x && this.x + attackSideDist > p.x)
if (_direction == Direction.DOWN && this.y > p.y && this.y - attackDist < p.y)
{
FSoundManager.PlaySound("knightAttack");
State = KnightState.ATTACK_START;
PlayAnim(true);
attackTarget = p;
}
else if (_direction == Direction.UP && this.y < p.y && this.y + attackDist > p.y)
{
FSoundManager.PlaySound("knightAttack");
State = KnightState.ATTACK_START;
PlayAnim(true);
attackTarget = p;
}
break;
}
break;
case KnightState.ATTACKING:
if (RXRandom.Float() < .3f)
SpawnTrailParticles(_direction, 1);
break;
}
}
示例6: CheckPlayerCollision
public void CheckPlayerCollision(Player p)
{
if ((this.currentState != State.BOUNCE && this.currentState != State.TAKE_DAMAGE))
{
if (p.invulnerableCount <= 0 && p.isColliding(this))
{
p.TakeDamage(new Vector2(xVel * 3, yVel * 3));
TrySpawnWords(victoryWords, p.CurrentState == Player.State.DYING ? .2f : 1);
maxVel = 3;
xAcc = 0;
yAcc = 0;
this.collidesWithOtherObjects = false;
this.blocksOtherObjects = false;
this.xVel *= -2;
this.yVel *= -2;
currentState = State.BOUNCE;
}
else
{
if (p.isColliding(this))
{
maxVel = 3;
xAcc = 0;
yAcc = 0;
this.collidesWithOtherObjects = false;
this.blocksOtherObjects = false;
Vector2 diff = (p.GetPosition() - this.GetPosition()).normalized;
this.xVel = -diff.x * 2;
this.yVel = -diff.y * 2;
Go.killAllTweensWithTarget(this);
shadow.y = 0;
Go.to(this, .1f, new TweenConfig().floatProp("isoHeight", 5, true).setEaseType(EaseType.QuadOut).setIterations(2, LoopType.PingPong));
currentState = State.BOUNCE;
}
}
}
}
示例7: MakeMove
public Player MakeMove(Player toMove, Tuple<int, int> direction)
{
var previousPosition = toMove.GetPosition();
var nextPosition = CalculateNewPosition(previousPosition, direction);
var playerCollided = VerifyMove(nextPosition);
if (!playerCollided)
{
toMove.KillPlayer();
}
else
{
toMove.SetPosition(nextPosition);
MarkCoordinates(toMove,previousPosition,nextPosition);
}
var playedAlive = VerifyPlayerAlive();
return playedAlive;
}
示例8: HandlePlayerCollision
public void HandlePlayerCollision(Player p)
{
if (this.State != GhostState.INVULNERABLE && p.shouldDamage)
if (this.isColliding(p.swordCollision))
{
this.TakeDamage(p.GetPosition());
return;
}
if (p.invulnCount > 0)
return;
if (p.invulnCount > 0 || this.State == GhostState.DYING)
return;
if(p.isColliding(this))
{
p.TakeDamage(this.GetPosition());
}
}