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- float speed = 4f;
- Vec2 velocity = new Vec2(0, 0);
- public void move(double d, double e){
- this.x += d;
- this.y += e;
- }
- public void checkPlayerMove(GameKeyboard keyboard){
- /*if(keyboard.pressedKeys.contains((Integer) Keyboard.KEY_W)
- && keyboard.pressedKeys.contains((Integer) Keyboard.KEY_A)){
- this.move(-speed / Math.sqrt(2), speed / Math.sqrt(2));
- }
- else if(keyboard.pressedKeys.contains((Integer) Keyboard.KEY_W)
- && keyboard.pressedKeys.contains((Integer) Keyboard.KEY_D)){
- this.move(speed / Math.sqrt(2), speed / Math.sqrt(2));
- }
- else if(keyboard.pressedKeys.contains((Integer) Keyboard.KEY_S)
- && keyboard.pressedKeys.contains((Integer) Keyboard.KEY_A)){
- this.move(-speed / Math.sqrt(2), -speed / Math.sqrt(2));
- }
- else if(keyboard.pressedKeys.contains((Integer) Keyboard.KEY_S)
- && keyboard.pressedKeys.contains((Integer) Keyboard.KEY_D)){
- this.move(speed / Math.sqrt(2), -speed / Math.sqrt(2));
- }
- else if(keyboard.pressedKeys.contains((Integer) Keyboard.KEY_W)){
- this.move(0, speed);
- }
- else if(keyboard.pressedKeys.contains((Integer) Keyboard.KEY_A)){
- this.move(-speed, 0);
- }
- else if(keyboard.pressedKeys.contains((Integer) Keyboard.KEY_S)){
- this.move(0, -speed);
- }
- else if(keyboard.pressedKeys.contains((Integer) Keyboard.KEY_D)){
- this.move(speed, 0);
- }*/
- //These two commented and uncommented code blocks yield the same result
- velocity = new Vec2(0, 0);
- if (/*pressed left*/) {
- velocity = new Vec2(velocity.x - speed, velocity.y);
- }
- if (/*pressed right*/) {
- velocity = new Vec2(velocity.x + speed, velocity.y);
- }
- if (/*pressed up*/) {
- velocity = new Vec2(velocity.x, velocity.y - speed);
- }
- if (/*pressed down*/) {
- velocity = new Vec2(velocity.x, velocity.y + speed);
- }
- velocity = velocity.normalize();
- //Slick2D's library didn't have the .mul() method, so I instead increased the velocity by speed
- x += velocity.x;
- y += velocity.y;
- }
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