Beispiel #1
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

#if COMPLETE
            if (kinect.IsAvailable)
            {
                _timerKinectOver.Update(gameTime);

                Vector3 hand = kinect.GetUserProfile(KinectPlayerIndex.One).HandRight;
                _handSelector.Position = new Vector2(hand.X, hand.Y);

                foreach (MenuItem item in items)
                {
                    if (CheckKinectOver(item, (int)hand.X, (int)hand.Y))
                    {
                        item_MouseOver(item, new MouseOverSpriteEventArgs((int)hand.X, (int)hand.Y));

                        if (_kinectValidedAction)
                        {
                            item_MouseJustClicked(item, new MouseClickSpriteEventArgs((int)hand.X, (int)hand.Y, Yna.Input.MouseButton.Left, true, false));
                        }

                        if (_timerKinectOver.Active)
                        {
                            _transitionKinectOver.Update(gameTime);
                            _handSelector.Alpha = _transitionKinectOver.Alpha;
                        }
                        else
                        {
                            _timerKinectOver.Restart();
                        }
                    }

                    else if (CheckKinectLeave(item, (int)_lastKinectPosition.X, (int)_lastKinectPosition.Y, (int)hand.X, (int)hand.Y))
                    {
                        item_MouseLeave(item, new MouseLeaveSpriteEventArgs((int)_lastKinectPosition.X, (int)_lastKinectPosition.Y, (int)hand.X, (int)hand.Y));
                        _timerKinectOver.Stop();
                        _handSelector.Color  = Color.White;
                        _handSelector.Alpha  = 1.0f;
                        _kinectValidedAction = false;
                    }
                }

                _lastKinectPosition = hand;
            }
            else
            {
                _handSelector.Position = new Vector2(YnG.Mouse.X, YnG.Mouse.Y);
            }
#else
            _handSelector.Position = new Vector2(YnG.Mouse.X, YnG.Mouse.Y);
#endif
        }
Beispiel #2
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            _playerTouchedTimer.Update(gameTime);

            _weaponManager.Update(gameTime);

            // Mise à jour de la position du bouclier
            _shields.X = X + Width / 2 - _shields.Width / 2;
            _shields.Y = Y + Height / 2 - _shields.Height / 2;

            if (_shields.Active)
            {
                if (_shield > 0)
                {
                    _shields.Play("blueStrong");
                }
                else
                {
                    _shields.Play("smallBlack");
                }

                _shields.Update(gameTime);
            }

            #region Gamepad

            if (YnG.Gamepad.Connected(_playerIndex))
            {
                if (YnG.Gamepad.LeftStickUp(_playerIndex))
                {
                    VelocityY -= _shipSpeed.Up * YnG.Gamepad.LeftStickValue(_playerIndex).Y * 1.5f;
                }
                else if (YnG.Gamepad.LeftStickDown(PlayerIndex.One))
                {
                    VelocityY -= _shipSpeed.Down * YnG.Gamepad.LeftStickValue(_playerIndex).Y * 1.5f;
                }

                if (YnG.Gamepad.LeftStickLeft(_playerIndex))
                {
                    VelocityX += _shipSpeed.Left * YnG.Gamepad.LeftStickValue(_playerIndex).X * 1.5f;
                }
                if (YnG.Gamepad.LeftStickRight(_playerIndex))
                {
                    VelocityX += _shipSpeed.Right * YnG.Gamepad.LeftStickValue(_playerIndex).X * 1.5f;
                }

                if (YnG.Gamepad.Pressed(_playerIndex, Buttons.RightTrigger))
                {
                    _weaponManager.Shoot(1);
                }

                if (YnG.Gamepad.JustPressed(_playerIndex, Buttons.LeftTrigger))
                {
                    _weaponManager.Shoot(2);
                }
            }

            #endregion

            #region Clavier

            // Le joueur 2 peut utiliser le clavier si le joueur 1 à une manette de branchée
            if (_playerIndex == PlayerIndex.Two && YnG.Gamepad.Connected(PlayerIndex.One) && !YnG.Gamepad.Connected(PlayerIndex.Two))
            {
                UpdateKeyboardControl();
            }

            else if (_playerIndex == PlayerIndex.One)
            {
                UpdateKeyboardControl();
            }

            #endregion

#if COMPLETE
            #region kinect

            if (kinect.IsAvailable)
            {
                Vector3 handRight = kinect.GetUserProfile(_kinectPlayerIndex).HandRight;
                Vector3 handLeft  = kinect.GetUserProfile(_kinectPlayerIndex).HandLeft;

                X = (int)handRight.X;
                Y = (int)handRight.Y;

                if (handLeft.Y > 500)
                {
                    Shoot();
                }

                if (handLeft.Y < 20)
                {
                    SelectedNextWeapon();
                }
            }

            #endregion
#endif
        }