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on docs.flatredball.com...Text = "Paused";
}
}
}
Notice that when the game is paused the player's movement stops but the Button continues to animate.
}
}
}
Notice that when the game is paused the player's movement stops but the Button continues to animate.
...input:
Movement in the X and Y coordinates - also known as "2D input"
Input for executing a boost. Boosts temporarily increase the player's...
Movement in the X and Y coordinates - also known as "2D input"
Input for executing a boost. Boosts temporarily increase the player's...
...For example, to collide a Player entity against a wall (assuming the entity implements ICollidable):
// Player has a mass of 0, wall has a...
// Player has a mass of 0, wall has a...
...players, enemies, and bullets from moving between rooms or out of bounds
Damage collision to deal damage to players, slow movement, or heal players...
Damage collision to deal damage to players, slow movement, or heal players...
...This method assigns the input device which tells the Player which input device to read for platformer movement. It also results in the Player...
...a gamepad connected, the player automatically uses that as its input device. The space bar still shoots bullets, but movement will be controlled by...
...the purpose of the door isn't to block the movement of the player. Instead, we'll create an event which will contain code...
...For example, consider a player entity which can shoot a bullet. After shooting a bullet the player must reload. The following code could be...
...Player entity takes damage when colliding with a bullet
The Bullet entity being destroyed when colliding with a wall
An Enemy entity's movement...
The Bullet entity being destroyed when colliding with a wall
An Enemy entity's movement...
...Reactions to collision, such as always dealing damage to the player
Creation logic, such as being created by the player when shooting or by...
Creation logic, such as being created by the player when shooting or by...