Beispiel #1
0
        /// <summary>
        /// Process the input for this ship, from the gamepad assigned to it.
        /// </summary>
        /// <param name="elapsedTime">The amount of elapsed time, in seconds.</param>
        /// <para
        public virtual void ProcessInput(float elapsedTime, bool overlayPresent)
        {
            currentGamePadState  = GamePad.GetState(playerIndex);
            currentKeyboardState = Keyboard.GetState();

            if (overlayPresent == false)
            {
                if (playing == false)
                {
                    // trying to join - update the a-button timer
                    if ((currentGamePadState.Buttons.A == ButtonState.Pressed) ||
                        (currentKeyboardState.IsKeyDown(Keys.Z) && playerIndex == PlayerIndex.One) ||
                        (currentKeyboardState.IsKeyDown(Keys.M) && playerIndex == PlayerIndex.Two))
                    {
                        aButtonTimer += elapsedTime;
                    }
                    else
                    {
                        aButtonTimer = 0f;
                    }

                    // if the timer has exceeded the expected value, join the game
                    if (aButtonTimer > aButtonHeldToPlay)
                    {
                        JoinGame();
                    }
                }
                else
                {
                    // check if we're trying to leave
                    if ((currentGamePadState.Buttons.B == ButtonState.Pressed) ||
                        (currentKeyboardState.IsKeyDown(Keys.X) && playerIndex == PlayerIndex.One) ||
                        (currentKeyboardState.IsKeyDown(Keys.N) && playerIndex == PlayerIndex.Two))
                    {
                        bButtonTimer += elapsedTime;
                    }
                    else
                    {
                        bButtonTimer = 0f;
                    }
                    // if the timer has exceeded the expected value, leave the game
                    if (bButtonTimer > bButtonHeldToLeave)
                    {
                        LeaveGame();
                    }
                    else if (dead == false)
                    {
                        //
                        // the ship is alive, so process movement and firing
                        //
                        // calculate the current forward vector
                        Vector2 forward = new Vector2((float)Math.Sin(Rotation),
                                                      -(float)Math.Cos(Rotation));
                        Vector2 right = new Vector2(-forward.Y, forward.X);
                        // calculate the current left stick value
                        Vector2 leftStick = currentGamePadState.ThumbSticks.Left;
                        leftStick.Y *= -1f;
                        if (leftStick.LengthSquared() > 0f)
                        {
                            Vector2 wantedForward = Vector2.Normalize(leftStick);
                            float   angleDiff     = (float)Math.Acos(
                                Vector2.Dot(wantedForward, forward));
                            float facing = (Vector2.Dot(wantedForward, right) > 0f) ?
                                           1f : -1f;
                            if (angleDiff > 0f)
                            {
                                Rotation += Math.Min(angleDiff, facing * elapsedTime *
                                                     rotationRadiansPerSecond);
                            }
                            // add velocity
                            Velocity += leftStick * (elapsedTime * speed);
                            if (Velocity.Length() > velocityLengthMaximum)
                            {
                                Velocity = Vector2.Normalize(Velocity) *
                                           velocityLengthMaximum;
                            }
                        }
                        else if (currentKeyboardState != null)
                        {
                            if (playerIndex == PlayerIndex.One)
                            {
                                // Rotate Left
                                if (currentKeyboardState.IsKeyDown(Keys.A))
                                {
                                    Rotation -= elapsedTime * rotationRadiansPerSecond;
                                }

                                // Rotate Right
                                if (currentKeyboardState.IsKeyDown(Keys.D))
                                {
                                    Rotation += elapsedTime * rotationRadiansPerSecond;
                                }

                                //create some velocity if the right trigger is down
                                Vector2 shipVelocityAdd = Vector2.Zero;

                                //now scale our direction by how hard/long the trigger/keyboard is down
                                if (currentKeyboardState.IsKeyDown(Keys.W))
                                {
                                    //find out what direction we should be thrusting, using rotation
                                    shipVelocityAdd.X = (float)Math.Sin(Rotation);
                                    shipVelocityAdd.Y = (float)-Math.Cos(Rotation);

                                    shipVelocityAdd = shipVelocityAdd / elapsedTime * MathHelper.ToRadians(9.0f);
                                }

                                //finally, add this vector to our velocity.
                                Velocity += shipVelocityAdd;

                                // Lets fire our weapon
                                if (currentKeyboardState.IsKeyDown(Keys.Tab))
                                {
                                    // fire ahead of us
                                    weapon.Fire(Vector2.Normalize(forward));
                                }

                                // Lets drop some Mines
                                if (currentKeyboardState.IsKeyDown(Keys.S))
                                {
                                    // fire behind the ship
                                    mineWeapon.Fire(-forward);
                                }
                            }

                            if (playerIndex == PlayerIndex.Two)
                            {
                                // Rotate Left
                                if (currentKeyboardState.IsKeyDown(Keys.Left))
                                {
                                    Rotation -= elapsedTime * rotationRadiansPerSecond;
                                }

                                // Rotate Right
                                if (currentKeyboardState.IsKeyDown(Keys.Right))
                                {
                                    Rotation += elapsedTime * rotationRadiansPerSecond;
                                }

                                //create some velocity if the right trigger is down
                                Vector2 shipVelocityAdd = Vector2.Zero;

                                //now scale our direction by how hard/long the trigger/keyboard is down
                                if (currentKeyboardState.IsKeyDown(Keys.Up))
                                {
                                    //find out what direction we should be thrusting, using rotation
                                    shipVelocityAdd.X = (float)Math.Sin(Rotation);
                                    shipVelocityAdd.Y = (float)-Math.Cos(Rotation);

                                    shipVelocityAdd = shipVelocityAdd / elapsedTime * MathHelper.ToRadians(9.0f);
                                }

                                //finally, add this vector to our velocity.
                                Velocity += shipVelocityAdd;

                                // Lets drop some Mines
                                if (currentKeyboardState.IsKeyDown(Keys.RightControl))
                                {
                                    // fire ahead of us
                                    weapon.Fire(Vector2.Normalize(forward));
                                }

                                // Lets drop some Mines
                                if (currentKeyboardState.IsKeyDown(Keys.Down))
                                {
                                    // fire behind the ship
                                    mineWeapon.Fire(-forward);
                                }
                            }
                        }

                        // check for firing with the right stick
                        Vector2 rightStick = currentGamePadState.ThumbSticks.Right;
                        rightStick.Y *= -1f;
                        if (rightStick.LengthSquared() > fireThresholdSquared)
                        {
                            weapon.Fire(Vector2.Normalize(rightStick));
                        }
                        if (currentGamePadState.Buttons.RightShoulder == ButtonState.Pressed)
                        {
                            // fire ahead of us
                            weapon.Fire(Vector2.Normalize(forward));
                        }
                        // check for laying mines
                        if ((currentGamePadState.Buttons.B == ButtonState.Pressed) &&
                            (lastGamePadState.Buttons.B == ButtonState.Released))
                        {
                            // fire behind the ship
                            mineWeapon.Fire(-forward);
                        }
                    }
                }
            }

            // update the gamepad state
            lastGamePadState  = currentGamePadState;
            lastKeyboardState = currentKeyboardState;
            return;
        }
Beispiel #2
0
        /// <summary>
        /// Process the input for this ship, from the gamepad assigned to it.
        /// </summary>
        /// <param name="elapsedTime">The amount of elapsed time, in seconds.</param>
        /// <para
        public virtual void ProcessInput(float elapsedTime, bool overlayPresent)
        {
            currentGamePadState = GamePad.GetState(playerIndex);
            if (overlayPresent == false)
            {
                if (playing == false)
                {
                    // trying to join - update the a-button timer
                    if (currentGamePadState.Buttons.A == ButtonState.Pressed)
                    {
                        aButtonTimer += elapsedTime;
                    }
                    else
                    {
                        aButtonTimer = 0f;
                    }

                    // if the timer has exceeded the expected value, join the game
                    if (aButtonTimer > aButtonHeldToPlay)
                    {
                        JoinGame();
                    }
                }
                else
                {
                    // check if we're trying to leave
                    if (currentGamePadState.Buttons.B == ButtonState.Pressed)
                    {
                        bButtonTimer += elapsedTime;
                    }
                    else
                    {
                        bButtonTimer = 0f;
                    }
                    // if the timer has exceeded the expected value, leave the game
                    if (bButtonTimer > bButtonHeldToLeave)
                    {
                        LeaveGame();
                    }
                    else if (dead == false)
                    {
                        //
                        // the ship is alive, so process movement and firing
                        //
                        // calculate the current forward vector
                        Vector2 forward = new Vector2((float)Math.Sin(Rotation),
                            -(float)Math.Cos(Rotation));
                        Vector2 right = new Vector2(-forward.Y, forward.X);
                        // calculate the current left stick value
                        Vector2 leftStick = currentGamePadState.ThumbSticks.Left;
                        leftStick.Y *= -1f;
                        if (leftStick.LengthSquared() > 0f)
                        {
                            Vector2 wantedForward = Vector2.Normalize(leftStick);
                            float angleDiff = (float)Math.Acos(
                                Vector2.Dot(wantedForward, forward));
                            float facing = (Vector2.Dot(wantedForward, right) > 0f) ?
                                1f : -1f;
                            if (angleDiff > 0f)
                            {
                                Rotation += Math.Min(angleDiff, facing * elapsedTime *
                                    rotationRadiansPerSecond);
                            }
                            // add velocity
                            Velocity += leftStick * (elapsedTime * speed);
                            if (Velocity.Length() > velocityLengthMaximum)
                            {
                                Velocity = Vector2.Normalize(Velocity) *
                                    velocityLengthMaximum;
                            }

                        }
                        // check for firing with the right stick
                        Vector2 rightStick = currentGamePadState.ThumbSticks.Right;
                        rightStick.Y *= -1f;
                        if (rightStick.LengthSquared() > fireThresholdSquared)
                        {
                            weapon.Fire(Vector2.Normalize(rightStick));
                        }
                        // check for laying mines
                        if ((currentGamePadState.Buttons.B == ButtonState.Pressed) &&
                            (lastGamePadState.Buttons.B == ButtonState.Released))
                        {
                            // fire behind the ship
                            mineWeapon.Fire(-forward);
                        }
                    }
                }
            }

            // update the gamepad state
            lastGamePadState = currentGamePadState;
            return;
        }