+ // move upleft\r
+ keysPressed.Contains<Keys>(Keys.Left);\r
+ if (keysPressed.Contains<Keys>(Keys.Up) && keysPressed.Contains<Keys>(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY - 1))\r
+ {\r
+ pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ gridX -= 1;\r
+ gridY -= 1;\r
+ movementCoolDown = moveCoolDown;\r
+ isMoving = true;\r
+ nextPixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ nextPixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ \r
+ }\r
+ // move upright\r
+ else if (keysPressed.Contains<Keys>(Keys.Up) && keysPressed.Contains<Keys>(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY - 1))\r
+ {\r
+ pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ gridX += 1;\r
+ gridY -= 1;\r
+ movementCoolDown = moveCoolDown;\r
+ isMoving = true;\r
+ nextPixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ nextPixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ \r
+ }\r
+ // move downleft\r
+ else if (keysPressed.Contains<Keys>(Keys.Down) && keysPressed.Contains<Keys>(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY + 1))\r
+ {\r
+ pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ gridX -= 1;\r
+ gridY += 1;\r
+ movementCoolDown = moveCoolDown;\r
+ isMoving = true;\r
+ nextPixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ nextPixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ }\r
+ // move downright\r
+ else if (keysPressed.Contains<Keys>(Keys.Down) && keysPressed.Contains<Keys>(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY + 1))\r
+ {\r
+ pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ gridX += 1;\r
+ gridY += 1;\r
+ movementCoolDown = moveCoolDown;\r
+ isMoving = true;\r
+ nextPixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ nextPixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ }\r
+ // move up\r
+ else if (keysPressed.Contains<Keys>(Keys.Up) && theMap.IsCellOpen(gridX, gridY - 1))\r
+ {\r
+ pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ state = State.up;\r
+ gridY -= 1;\r
+ movementCoolDown = moveCoolDown;\r
+ isMoving = true;\r
+ nextPixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ nextPixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ changeY = (float)(-Map.PixelsToUnitSquares / moveCoolDown);\r
+ }\r
+ // move down\r
+ else if (keysPressed.Contains<Keys>(Keys.Down) && theMap.IsCellOpen(gridX, gridY + 1))\r
+ {\r
+ pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ state = State.down;\r
+ gridY += 1;\r
+ movementCoolDown = moveCoolDown;\r
+ isMoving = true;\r
+ nextPixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ nextPixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ changeY = (float)(Map.PixelsToUnitSquares / moveCoolDown);\r
+ }\r
+ // move left\r
+ else if (keysPressed.Contains<Keys>(Keys.Left) && theMap.IsCellOpen(gridX - 1, gridY))\r
+ {\r
+ pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ state = State.left;\r
+ gridX -= 1;\r
+ movementCoolDown = moveCoolDown;\r
+ isMoving = true;\r
+ nextPixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ nextPixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ changeX = (float)(-Map.PixelsToUnitSquares / moveCoolDown);\r
+ }\r
+ // move right\r
+ else if (keysPressed.Contains<Keys>(Keys.Right) && theMap.IsCellOpen(gridX + 1, gridY))\r
+ {\r
+ pixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ pixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ state = State.right;\r
+ gridX += 1;\r
+ movementCoolDown = moveCoolDown;\r
+ isMoving = true;\r
+ nextPixelX = (float)(gridX * Map.PixelsToUnitSquares);\r
+ nextPixelY = (float)(gridY * Map.PixelsToUnitSquares);\r
+ changeX = (float)(Map.PixelsToUnitSquares / moveCoolDown);\r
+ }\r