Fixed spriteAnimation movement

This commit is contained in:
Carlos Ballesteros Velasco
2020-05-23 14:27:26 +02:00
parent 9619db70f7
commit 283ae3ee68
2 changed files with 39 additions and 23 deletions

View File

@@ -1,5 +1,6 @@
korgePluginVersion=1.12.5.0
korimVersion=1.12.15
korgePluginVersion=1.12.7.0
#korgeVersion=1.12.7-SNAPSHOT
#korimVersion=1.12.15
#korimVersion=1.12.11-SNAPSHOT
#korioVersion=1.11.2-SNAPSHOT
#korgwVersion=1.12.4-SNAPSHOT

View File

@@ -62,26 +62,41 @@ suspend fun main() = Korge(width = 512, height = 512) {
addChild(player1)
addChild(player2)
keys {
onKeyDown{
when (it.key){
Key.LEFT -> {player1.playAnimation(spriteAnimationLeft); player1.x-=2 }
Key.RIGHT ->{ player1.playAnimation(spriteAnimationRight); player1.x+=2}
Key.DOWN -> {player1.playAnimation(spriteAnimationDown); player1.y+=2}
Key.UP -> {player1.playAnimation(spriteAnimationUp); player1.y-=2}
Key.A -> {player2.playAnimation(spriteAnimationLeft); player2.x-=2 }
Key.D ->{ player2.playAnimation(spriteAnimationRight); player2.x+=2}
Key.S -> {player2.playAnimation(spriteAnimationDown); player2.y+=2}
Key.W -> {player2.playAnimation(spriteAnimationUp); player2.y-=2}
Key.L -> {player1.playAnimationLooped(spriteAnimationDown, 100.milliseconds)}
Key.T -> {player1.playAnimation(spriteAnimation = spriteAnimationDown, times = 3, spriteDisplayTime = 200.milliseconds)}
Key.C -> {player1.playAnimationForDuration(1.seconds, spriteAnimationDown); player1.y-=2}
Key.ESCAPE -> {player1.stopAnimation()}
else -> {}
}
}
addUpdater { time ->
val scale = 16.milliseconds / time
val disp = 2 * scale
val keys = views.input.keys
if (keys[Key.LEFT]) {player1.playAnimation(spriteAnimationLeft); player1.x-=disp }
if (keys[Key.RIGHT]) { player1.playAnimation(spriteAnimationRight); player1.x+=disp}
if (keys[Key.DOWN]) {player1.playAnimation(spriteAnimationDown); player1.y+=disp}
if (keys[Key.UP]) {player1.playAnimation(spriteAnimationUp); player1.y-=disp}
if (keys[Key.A]) {player2.playAnimation(spriteAnimationLeft); player2.x-=disp }
if (keys[Key.D]) { player2.playAnimation(spriteAnimationRight); player2.x+=disp}
if (keys[Key.S]) {player2.playAnimation(spriteAnimationDown); player2.y+=disp}
if (keys[Key.W]) {player2.playAnimation(spriteAnimationUp); player2.y-=disp}
if (keys[Key.L]) {player1.playAnimationLooped(spriteAnimationDown, 100.milliseconds)}
if (keys[Key.T]) {player1.playAnimation(spriteAnimation = spriteAnimationDown, times = 3, spriteDisplayTime = 200.milliseconds)}
if (keys[Key.C]) {player1.playAnimationForDuration(1.seconds, spriteAnimationDown); player1.y-=2}
if (keys[Key.ESCAPE]) {player1.stopAnimation()}
}
//keys {
// onKeyDown{
// when (it.key){
// Key.LEFT -> {player1.playAnimation(spriteAnimationLeft); player1.x-=2 }
// Key.RIGHT ->{ player1.playAnimation(spriteAnimationRight); player1.x+=2}
// Key.DOWN -> {player1.playAnimation(spriteAnimationDown); player1.y+=2}
// Key.UP -> {player1.playAnimation(spriteAnimationUp); player1.y-=2}
// Key.A -> {player2.playAnimation(spriteAnimationLeft); player2.x-=2 }
// Key.D ->{ player2.playAnimation(spriteAnimationRight); player2.x+=2}
// Key.S -> {player2.playAnimation(spriteAnimationDown); player2.y+=2}
// Key.W -> {player2.playAnimation(spriteAnimationUp); player2.y-=2}
// Key.L -> {player1.playAnimationLooped(spriteAnimationDown, 100.milliseconds)}
// Key.T -> {player1.playAnimation(spriteAnimation = spriteAnimationDown, times = 3, spriteDisplayTime = 200.milliseconds)}
// Key.C -> {player1.playAnimationForDuration(1.seconds, spriteAnimationDown); player1.y-=2}
// Key.ESCAPE -> {player1.stopAnimation()}
// else -> {}
// }
// }
//}
}