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Oct 22nd, 2014
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  1.  
  2. public open class Player(override val game: PewGame, spriteSheet: String) : MovingEntity, InputAdapter()
  3. {
  4. override var x: Float = 0.0f
  5. override var y: Float = 0.0f
  6.  
  7. override public val moveSpeed: Float = 12.0f
  8. override val animationFactor: Float = 0.166f
  9. override val sprite: CharacterSpriteSheet
  10. override var input: Vector2 = Vector2(0f, 0f)
  11. override var animState: Int = 0
  12. override var currentAnimTime: Float = 0f
  13. override var charState: CharacterState = CharacterState.IdleRight
  14.  
  15. [ConstructorCode]
  16. {
  17. this.sprite = CharacterSpriteSheet(Utilities.createTextureFromFile(spriteSheet), this.game.getSpriteBatch(), 0.25f)
  18. }
  19.  
  20. private fun Move(dt: Float)
  21. {
  22. var m = this.moveSpeed
  23. if (this.input.x != 0f && this.input.y != 0f)
  24. m /= Math.sqrt(2.0).toFloat()
  25.  
  26. this.x += this.input.x * m * dt
  27. this.y += this.input.y * m * dt
  28. }
  29.  
  30. override fun Update(deltaTime: Float)
  31. {
  32. this.Move(deltaTime)
  33. }
  34.  
  35. override fun Render(deltaTime: Float, camera: Camera)
  36. {
  37. // render should be handled in the parent class.
  38. super<MovingEntity>.Render(deltaTime, camera)
  39. }
  40.  
  41. override fun Dispose()
  42. {
  43.  
  44. }
  45. }
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