/// <summary>
        /// Handles input for quitting the game.
        /// </summary>
        void HandleInput()
        {
            lastGamePadState    = currentGamePadState;
            currentGamePadState = GamePad.GetState(PlayerIndex.One);

            // Check for exit.
            if (currentGamePadState.Buttons.Back == ButtonState.Pressed)
            {
                Exit();
            }

            // Check to see if we need to change play modes
            if (currentGamePadState.Buttons.LeftShoulder == ButtonState.Pressed &&
                lastGamePadState.Buttons.LeftShoulder != ButtonState.Pressed)
            {
                animationPlaybackMode += 1;
                if (animationPlaybackMode > AnimationPlaybackMode.Wave)
                {
                    animationPlaybackMode = AnimationPlaybackMode.All;
                }
            }

            // Check to see if we should load another random avatar
            if (currentGamePadState.Buttons.RightShoulder == ButtonState.Pressed &&
                lastGamePadState.Buttons.RightShoulder != ButtonState.Pressed)
            {
                avatarDescription = AvatarDescription.CreateRandom();
                avatarRenderer    = new AvatarRenderer(avatarDescription);
            }
        }
Beispiel #2
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        /// <summary>
        /// Updates the state of the game. This method checks the GameScreen.IsActive
        /// property, so the game will stop updating when the pause menu is active,
        /// or if you tab away to a different application.
        /// </summary>
        public override void Update(GameTime gameTime, bool otherScreenHasFocus,
            bool coveredByOtherScreen)
        {
            //Avatar Stuff
            UpdateCamera(gameTime);

            // Set avatar rendering matrices
            avatarRenderer.World = world;
            avatarRenderer.View = view;
            avatarRenderer.Projection = projection;

            // Update the current animation and world space bones
            if (avatarRenderer.IsLoaded)
            {
                waveAnimation.Update(gameTime.ElapsedGameTime, true);
                celebrateAnimation.Update(gameTime.ElapsedGameTime, true);
                standAnimation0.Update(gameTime.ElapsedGameTime, true);
                UpdateTransforms();
            }
            try
            {
                //Gamer.SignedInGamers[ControllingPlayer.Value].Presence.PresenceValue = counter;
                Gamer.SignedInGamers[ControllingPlayer.Value].Presence.PresenceMode = GamerPresenceMode.Score;
            }
            catch
            {
                //Nothing goes here
            }

            base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);

            //change avatar animation
            animationPlaybackMode = AnimationPlaybackMode.Celebrate;
            if (c > 27)
                c = 0;
            if (c < 0)
                c = 27;
            switch (c)
            {
                case 0:
                    p1=content.Load<Texture2D>("images/0");
                    break;
                case 1:
                    p1 = content.Load<Texture2D>("images/1");
                    break;
                case 2:
                    p1 = content.Load<Texture2D>("images/2");
                    break;
                case 3:
                    p1 = content.Load<Texture2D>("images/3");
                    break;
                case 4:
                    p1 = content.Load<Texture2D>("images/4");
                    break;
                case 5:
                    p1 = content.Load<Texture2D>("images/5");
                    break;
                case 6:
                    p1 = content.Load<Texture2D>("images/6");
                    break;
                case 7:
                    p1 = content.Load<Texture2D>("images/7");
                    break;
                case 8:
                    p1 = content.Load<Texture2D>("images/8");
                    break;
                case 9:
                    p1 = content.Load<Texture2D>("images/9");
                    break;
                case 10:
                    p1 = content.Load<Texture2D>("images/10");
                    break;
                case 11:
                    p1 = content.Load<Texture2D>("images/11");
                    break;
                case 12:
                    p1 = content.Load<Texture2D>("images/12");
                    break;
                case 13:
                    p1 = content.Load<Texture2D>("images/13");
                    break;
                case 14:
                    p1 = content.Load<Texture2D>("images/14");
                    break;
                case 15:
                    p1 = content.Load<Texture2D>("images/15");
                    break;
                case 16:
                    p1 = content.Load<Texture2D>("images/16");
                    break;
                case 17:
                    p1 = content.Load<Texture2D>("images/17");
                    break;
                case 18:
                    p1 = content.Load<Texture2D>("images/18");
                    break;
                case 19:
                    p1 = content.Load<Texture2D>("images/19");
                    break;
                case 20:
                    p1 = content.Load<Texture2D>("images/20");
                    break;
                case 21:
                    p1 = content.Load<Texture2D>("images/21");
                    break;
                case 22:
                    p1 = content.Load<Texture2D>("images/22");
                    break;
                case 23:
                    p1 = content.Load<Texture2D>("images/23");
                    break;
                case 24:
                    p1 = content.Load<Texture2D>("images/24");
                    break;
                case 25:
                    p1 = content.Load<Texture2D>("images/25");
                    break;
                case 26:
                    p1 = content.Load<Texture2D>("images/26");
                    break;
                case 27:
                    p1 = content.Load<Texture2D>("images/27");
                    break;
                default:
                    break;
            }
        }