Here it is my method to get keyboard state and change texture based on which key is pressed.
private void CheckKeyboardAndUpdateMovement()
{
KeyboardState keyboardState = Keyboard.GetState();
if (keyboardState.IsKeyUp(Keys.Left)) { ChangeTexture(1); }
if (keyboardState.IsKeyUp(Keys.Right)) { ChangeTexture(2); }
if (keyboardState.IsKeyDown(Keys.Left))
{
Movement -= Vector2.UnitX;
ChangeTexture(3);
}
if (keyboardState.IsKeyDown(Keys.Right))
{
Movement += Vector2.UnitX;
ChangeTexture(4);
}
if ((keyboardState.IsKeyDown(Keys.Space) || keyboardState.IsKeyDown(Keys.Up)) && IsOnFirmGround())
{
Movement = -Vector2.UnitY * JumpHeight;
}
}
It works if direction are pressed, but doesn't make its own job when nothing is pressed (just because both the IsKeyUp
are true). Only the cases' order prevents the static texture to be shown while moving the sprite...
My question is, how can I make a clean solution of this problem? I already have an idea, but I don't like it at all...
If you want another solution, but is still similar to yours.
You can do something similar with walking sprites.