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Analizer

animation and jump class XNA 4.0

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Hello, I've been stuck on this problem for the past day, I can't seem to figure out how to combine two different classes together- animation and jump class. I'm getting two different sprites on the screen, one of the sprites has animation and is moving the other sprite has no animation but is jumping... and I don't know how to get past this stage to have the animation AND jump on one sprite. 

This is for my uni maths assignment and the game needs to have all 3 Newton Laws.

Here is the class code:

namespace GPT2PhysicsGame
{
    public class Player
    {
        Texture2D playerImage;
        Vector2 playerPosition, tempCurrentFrame;
        float moveSpeed = 220f;
        KeyboardState keyState; 
        Animation playerAnimation = new Animation();


        Texture2D texture;
        Vector2 position;
        Vector2 velocity;

        bool hasJumped;

        public void Character(Texture2D newTexture, Vector2 newPosition)
        {
            texture = newTexture;
            position = newPosition;
            hasJumped = true;
        }

        public void Initialize()
        {
            playerPosition = new Vector2(0, 500); // by setting the values the player starting position can be changed
            playerAnimation.Initialize(playerPosition, new Vector2(5, 4));
            tempCurrentFrame = Vector2.Zero;
        }

        public void LoadContent(ContentManager Content)
        {
            playerImage = Content.Load<Texture2D>("player");
            playerAnimation.AnimationImage = playerImage;
            texture = Content.Load<Texture2D>("jump");
        }

        public void Update(GameTime gameTime)
        {
            keyState = Keyboard.GetState();
            playerAnimation.Active = true;

            playerPosition = playerAnimation.Position;

            
            if (keyState.IsKeyDown(Keys.Right) || keyState.IsKeyDown(Keys.D))
            {
                playerPosition.X += moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
                tempCurrentFrame.Y = 1;
            }
            else if (keyState.IsKeyDown(Keys.Left) || keyState.IsKeyDown(Keys.A))
            {
                playerPosition.X -= moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
                tempCurrentFrame.Y = 0;
            }

            else
                playerAnimation.Active = false;

            int rightEdge = 725;
            if (playerPosition.X > rightEdge)
                playerPosition = new Vector2(rightEdge, playerPosition.Y);

            if (playerPosition.X < 0)
                playerPosition = new Vector2(0, playerPosition.Y);
            
            position += velocity;

            if (Keyboard.GetState().IsKeyDown(Keys.Right))
            {
                playerPosition.X += moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
                tempCurrentFrame.Y = 1;
                velocity.X = 3f;

            }

            else if (Keyboard.GetState().IsKeyDown(Keys.Left))
            {
                playerPosition.X -= moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
                tempCurrentFrame.Y = 0;
                velocity.X = -3f;
            }
            else velocity.X = 0f;

            if (Keyboard.GetState().IsKeyDown(Keys.Space) && hasJumped == false)
            {
                position.Y -= 10f;
                velocity.Y = -5f;
                hasJumped = true;
            }

            if (hasJumped == true)
            {
                float i = 1;
                velocity.Y += 0.15f * i;
            }

            if (position.Y + texture.Height >= 450)
                hasJumped = false;

            if (hasJumped == false)
                velocity.Y = 0f;

            tempCurrentFrame.X = playerAnimation.CurrentFrame.X;
            playerAnimation.Position = playerPosition;
            playerAnimation.CurrentFrame = tempCurrentFrame;
            playerAnimation.Update(gameTime);
        }

        public void Draw(SpriteBatch spriteBatch)
        {
            playerAnimation.Draw(spriteBatch);
            spriteBatch.Draw(texture, position, Color.White);
        }
    }
}

the code is there and I think its only matter of organising it.

 

Any help please?

0

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