public override void EntityMovement()
{
if (BoundBox.Left < 0) EntityPosition.X = BoundBox.Width / 2 + 1;
if (BoundBox.Top < 0) EntityPosition.Y = BoundBox.Height / 2 + 1;
if (BoundBox.Right > GameServer.BlockSize * GameServer.WorldSizeX) EntityPosition.X = GameServer.BlockSize * GameServer.WorldSizeX - (BoundBox.Width / 2);
if (BoundBox.Bottom > GameServer.BlockSize * GameServer.WorldSizeY) EntityPosition.Y = GameServer.BlockSize * GameServer.WorldSizeY - (BoundBox.Height / 2);
//Didn't want to make a new BoundBox so this'll do. Gets the tiles the player will be in with his velocity.
EntityPosition += EntityVelocity;
if (EntityVelocity != Vector2.Zero)
PlayerCollisions();
BlockCollisions();
if (EntityVelocity.Y < 6)
EntityVelocity.Y += 1; // Gravity! This is a really nice side effect: The code for not allowing the player to go through a block downwards already exists, so I just need to add this one line to add gravity!
EntityVelocity = EntityVelocity.ApproachZeroX();
if (EntityVelocity.Y != 1)
Falling = true;
}