Beispiel #1
0
        private void InitializeAsGamePad(ScreenAccess ParentForm, InputDeviceAccess.TypeOfDevices NewTypeOfDevice)
        {
            //Check to see if this type of device is available and try to get it for this user
            try
            {
                //Grab first attached gamepad that isnt already assigned
                foreach (DirectInput.DeviceInstance CurrDeviceInstance in DirectInput.Manager.GetDevices(DirectInput.DeviceClass.GameControl, DirectInput.EnumDevicesFlags.AttachedOnly))
                {
                    if (InputDeviceAccess.IsFreeDeviceGuid(CurrDeviceInstance.InstanceGuid) == true)
                    {
                        this.device = new DirectInput.Device(CurrDeviceInstance.InstanceGuid);

                        //If this device is dead throw an exception
                        if (this.device == null)
                        {
                            throw new Exception("found a gamepad GUID, but when we tried to make a device from it it was null");
                        }
                        else
                        {
                            break;
                        }
                    }
                }

                //throw an exception if there is no device
                if (this.device == null)
                {
                    throw new Exception("A gamepad was assigned as an input device, but none were found.");
                }

                //Setup device
                this._TypeOfDevice = NewTypeOfDevice;
                this.device.SetDataFormat(DirectInput.DeviceDataFormat.Joystick);
                this.device.SetCooperativeLevel(ParentForm, DirectInput.CooperativeLevelFlags.Background | DirectInput.CooperativeLevelFlags.NonExclusive);
                this.device.Properties.AxisModeAbsolute = true;
                this.device.Acquire();

                //Determine how many users are suited for this device
                this._DeviceUserMax = 1;

                // Get space in the keytable for the number of device users
                this.KeyTable = new System.Collections.Hashtable[this._DeviceUserMax];

                //record guid as used
                InputDeviceAccess.AssignedGuids.Add(this.device.DeviceInformation.InstanceGuid);

                //Get the keys just so PressedKeys wont be null
                this.PollInput();
            }
            catch (Exception err)
            {
                throw err;
            }
        }
Beispiel #2
0
        private ControllerIdType InitializeDevice(InputDeviceAccess.TypeOfDevices TypeOfDevice, System.Collections.Hashtable NewKeyTable)
        {
            InputDeviceAccess CurrDevice      = null;
            ControllerIdType  NewControllerId = new ControllerIdType();

            //If the desired device is a keyboard and another keyboard has available users
            // assign this user to the same keyboard.
            if (TypeOfDevice == InputDeviceAccess.TypeOfDevices.Keyboard)
            {
                foreach (InputDeviceAccess ExistingDevice in this.Devices)
                {
                    if (ExistingDevice.TypeOfDevice == InputDeviceAccess.TypeOfDevices.Keyboard &&
                        ExistingDevice.DeviceUserCount < ExistingDevice.DeviceUserMax)
                    {
                        CurrDevice = ExistingDevice;
                    }
                }
            }

            //create device
            if (CurrDevice == null)
            {
                CurrDevice = new InputDeviceAccess(this.ParentForm, TypeOfDevice);
            }

            //controller info: guid & device user id
            NewControllerId.DeviceGuid   = CurrDevice.Guid;
            NewControllerId.DeviceUserId = CurrDevice.GetNextUserId();

            //Save ControllerId and Device
            this.ControllerIds.Add(NewControllerId);
            this.Devices.Add(CurrDevice);

            //Send device new keytable
            CurrDevice.SetKeyTable(NewKeyTable, NewControllerId.DeviceUserId);

            //Poll the device to give it some keys to check
            CurrDevice.PollInput();

            return(NewControllerId);
        }
Beispiel #3
0
        public InputDeviceAccess GetInputDeviceRef(ControllerIdType ControllerWithGuidOfDeviceToReturn)
        {
            InputDeviceAccess DeviceToReturn = null;

            //Find the device with the guid and returns a reference to it
            foreach (InputDeviceAccess CurrInputDevice in this.Devices)
            {
                if (CurrInputDevice.Guid == ControllerWithGuidOfDeviceToReturn.DeviceGuid)
                {
                    DeviceToReturn = CurrInputDevice;
                }
            }

            //Throw if the device was not found
            if (DeviceToReturn == null)
            {
                throw new System.Exception("the device manager was instructed to return a reference to a device with the Guid " + ControllerWithGuidOfDeviceToReturn.DeviceGuid.ToString() + " which is not an existing device");
            }

            return(DeviceToReturn);
        }
        private void ChangeStateLocal(BackgroundAccess Foreground)
        {
            //Have the device manager give me a ref to the device
            // that way I can poll and get keys from it directly
            InputDeviceAccess CurrInputDevice = this.ParentInputDeviceManager.GetInputDeviceRef(this.ControllerId);

            CurrInputDevice.PollInput();


            //Make player fall if he is jumping and moving down
            if (this.VelocityY < 0 && this._State != PlayerState.Parachute &&
                this._State != PlayerState.ClimbDown && this._State != PlayerState.ClimbUp &&
                this._State != PlayerState.ClimbIdle && this._State != PlayerState.Drown &&
                this._HurtSide == CollisionRectAccess.HitSide.None)
            {
                if (this._State == PlayerState.JumpLeftMoving || this._State == PlayerState.JumpRightMoving || this._State == PlayerState.FallMoving)
                {
                    this._State = PlayerState.FallMoving;
                }
                else
                {
                    this._State = PlayerState.FallDown;
                }
            }

            //Make player fall off laders if they move right or left
            if (
                (this._State == PlayerState.ClimbDown || this._State == PlayerState.ClimbUp || this._State == PlayerState.ClimbIdle) &&
                (CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Left, this.ControllerId) || CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Right, this.ControllerId))
                )
            {
                this.FaceLeft = CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Left, this.ControllerId);
                this._State   = PlayerState.FallMoving;
            }


            //Synchronous animations
            // Respawn if the player sank into the goo or died
            if (this.Y < -2.2f || this._State == PlayerState.Dead)
            {
                this.ActionRespawn();
            }
            // Die
            else if (this._State == PlayerState.Dying || this._Item == ItemType.Death)
            {
                this.ActionDie();
            }
            // Drown
            else if (this.Y <= -1.6815 || this._State == PlayerState.Drown)
            {
                this.ActionDrown();
            }
            // Explode
            else if (this._State == PlayerState.Explode)
            {
                this.ActionExplode();
            }
            //Hurt
            else if (this._HurtSide != CollisionRectAccess.HitSide.None)
            {
                //TODO:
                //if ishurt and standing and they are pressing they key twords the
                // enemy then do is ramming and turn off hurt
                // otherwise do hurt
                this.ActionHurt(Foreground);
            }
            //				//Hook
            //			else if(this._Item == ItemType.Hook &&
            //				(
            //				this._State == PlayerState.Hook ||
            //				CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Attack, this.ControllerId)==true &&
            //				(this._State == PlayerState.FallDown || this._State == PlayerState.FallMoving ||
            //				this._State == PlayerState.JumpLeftMoving || this._State == PlayerState.JumpRightMoving ||
            //				this._State == PlayerState.JumpLeftUp || this._State == PlayerState.JumpRightUp)
            //				)
            //				)
            //			{
            //				this.ActionHook(Foreground);
            //			}
            //Parachute
            else if (
                this._Item == ItemType.parachute &&
                (CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Attack, this.ControllerId) == true || this._State == PlayerState.Parachute) &&
                (this._State == PlayerState.FallDown || this._State == PlayerState.FallMoving || this._State == PlayerState.Parachute)
                )
            {
                if (CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Right, this.ControllerId))
                {
                    this.FaceLeft = false;
                }
                else if (CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Left, this.ControllerId))
                {
                    this.FaceLeft = true;
                }
                this.ActionParachute(Foreground);
            }
            //Landing
            else if (this.IsOnGround && (this._State == PlayerState.Land || this._State == PlayerState.FallDown || this._State == PlayerState.FallMoving))
            {
                this.ActionLand();
            }
            //Climbing up poll
            else if (CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Up, this.ControllerId) &&
                     Foreground.CanGrabPoll(this) && (this.IsOnGround || this._State == PlayerState.ClimbUp || this._State == PlayerState.ClimbDown || this._State == PlayerState.ClimbIdle))
            {
                this.ActionClimbUp(Foreground);
            }
            //Climbing down poll
            else if (CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Down, this.ControllerId) &&
                     Foreground.CanGrabPoll(this) && (this.IsOnGround || this._State == PlayerState.ClimbUp || this._State == PlayerState.ClimbDown || this._State == PlayerState.ClimbIdle))
            {
                this.ActionClimbDown(Foreground);
            }
            //Idle on poll
            else if (this._State == PlayerState.ClimbUp || this._State == PlayerState.ClimbDown || this._State == PlayerState.ClimbIdle)
            {
                this.ActionClimbIdle(Foreground);
            }
            //Falling Moving and Falling Down
            else if (this.IsOnGround == false && this._State != PlayerState.Parachute &&
                     this._State != PlayerState.JumpLeftMoving && this._State != PlayerState.JumpRightMoving &&
                     this._State != PlayerState.JumpLeftUp && this._State != PlayerState.JumpRightUp &&
                     this._State != PlayerState.SuperJumpMoving && this._State != PlayerState.SuperJumpUp)
            {
                if (this._State != PlayerState.FallDown)
                {
                    this.ActionFallMoving(Foreground);
                }
                else
                {
                    this.ActionFallDown(Foreground);
                }
            }
            //Jumping moving
            else if (
                (this._State == PlayerState.JumpRightMoving || this._State == PlayerState.JumpLeftMoving) ||
                (CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Up, this.ControllerId) == true &&
                 (CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Left, this.ControllerId) == true || CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Right, this.ControllerId) == true) &&
                 this.IsOnGround == true)
                )
            {
                //Set a direction for the initial frame
                if (this._State != PlayerState.JumpRightMoving && this._State != PlayerState.JumpLeftMoving)
                {
                    this.FaceLeft = CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Left, this.ControllerId);
                }
                this.ActionJumpMoving(Foreground);
            }
            //Jumping up
            else if (
                (this._State == PlayerState.JumpRightUp || this._State == PlayerState.JumpLeftUp) ||
                CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Up, this.ControllerId) == true &&
                this.IsOnGround == true
                )
            {
                this.ActionJumpUp(Foreground);
            }
            //Super Jump moving
            else if (
                this._State == PlayerState.SuperJumpMoving ||
                (CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Attack, this.ControllerId) == true &&
                 this._Item == ItemType.SuperJump &&
                 (CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Left, this.ControllerId) == true || CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Right, this.ControllerId) == true) &&
                 this.IsOnGround == true)
                )
            {
                //Set a direction for the initial frame
                if (this._State != PlayerState.JumpRightMoving && this._State != PlayerState.JumpLeftMoving)
                {
                    this.FaceLeft = CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Left, this.ControllerId);
                }
                this.ActionSuperJumpMoving(Foreground);
            }
            //Super Jump up
            else if (
                this._State == PlayerState.SuperJumpUp ||
                (this._Item == ItemType.SuperJump &&
                 CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Attack, this.ControllerId) == true &&
                 this.IsOnGround == true)
                )
            {
                this.ActionSuperJumpUp(Foreground);
            }
            //Rolling backwords
            else if (this._State == PlayerState.RollBack)
            {
                this.ActionRollBack(Foreground);
            }
            //Rolling Forward
            else if (
                this._State == PlayerState.RollForward ||
                (
                    (this._State == PlayerState.RunRight || this._State == PlayerState.RunLeft) &&
                    CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Down, this.ControllerId) == true &&
                    (CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Left, this.ControllerId) == true || CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Right, this.ControllerId) == true)
                )
                )
            {
                this.ActionRollForward(Foreground);
            }
            //Use weapon
            else if ((CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Attack, this.ControllerId) == true || this._State == PlayerState.Shoot || this._State == PlayerState.Grenade || this._State == PlayerState.Mine || this._State == PlayerState.SlideMine) && this.ItemCount > 0)
            {
                if (this._Item == ItemType.Gun)
                {
                    this.ActionGun();
                }
                else if (this._Item == ItemType.Grenade)
                {
                    this.ActionGrenade();
                }
                else if (this._Item == ItemType.SlideMine)
                {
                    this.ActionSlideMine();
                }
                else if (this._Item == ItemType.Mine)
                {
                    this.ActionMine();
                }
            }
            //Asynchronous animations
            //Ducking
            else if (CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Down, this.ControllerId) == true)
            {
                this.ActionDuck();
            }
            //Running Right
            else if (CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Right, this.ControllerId) == true)
            {
                this.ActionRunRight(Foreground);
            }
            //Running Left
            else if (CurrInputDevice.GetKey(InputDeviceAccess.GameKeys.Left, this.ControllerId) == true)
            {
                this.ActionRunLeft(Foreground);
            }
            //Idle animations
            else if (this._State == PlayerState.Duck)
            {
                this.ActionLand();
            }
            else
            {
                if (this.FaceLeft == false)
                {
                    this.ActionStandRight();
                }
                else
                {
                    this.ActionStandLeft();
                }
            }

            //Move player
            if (this.VelocityX != 0.0f)
            {
                this.MoveHorizontal(Foreground);
            }
            if (this.VelocityY > 0.0f)
            {
                this.MoveUp(Foreground);
            }
            else if (this.VelocityY < 0.0f)
            {
                this.MoveDown(Foreground);
            }
        }