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Nov 23rd, 2014
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  1. if (speed.Y >= 0)
  2. {
  3.  
  4. bool tempIsFalling = false;
  5. bool isFallingOnPlace = false;
  6.  
  7. if ((int)(position.X) < (int)(collisionTiles.downMiddleTile.getPosition().X - 2))
  8. {
  9. if ((!(collisionTiles.downMiddleTile is WallTile) && !(collisionTiles.downLeftTile is WallTile)))
  10. {
  11. tempIsFalling = true;
  12. }
  13. else
  14. {
  15. tempIsFalling = false;
  16. //dposition.Y = collisionTiles.middleMiddleTile.getPosition().Y;
  17. jumpReady = true;
  18. }
  19. }
  20. else if ((int)(position.X) > (int)(collisionTiles.downMiddleTile.getPosition().X + 2))
  21. {
  22. if ((!(collisionTiles.downMiddleTile is WallTile) && !(collisionTiles.downRightTile is WallTile)))
  23. {
  24. tempIsFalling = true;
  25. }
  26. else
  27. {
  28. tempIsFalling = false;
  29. //position.Y = collisionTiles.middleMiddleTile.getPosition().Y;
  30. jumpReady = true;
  31. }
  32. }
  33. else
  34. {
  35. if (!(collisionTiles.downMiddleTile is WallTile))
  36. {
  37. tempIsFalling = true;
  38. }
  39. else
  40. {
  41. tempIsFalling = false;
  42. //position.Y = collisionTiles.middleMiddleTile.getPosition().Y;
  43. jumpReady = true;
  44. }
  45. }
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