/// <summary>
        /// Handles the input and movement of the character.
        /// </summary>
        /// <param name="dt">Time since last frame in simulation seconds.</param>
        /// <param name="previousKeyboardInput">The last frame's keyboard state.</param>
        /// <param name="keyboardInput">The current frame's keyboard state.</param>
        /// <param name="previousGamePadInput">The last frame's gamepad state.</param>
        /// <param name="gamePadInput">The current frame's keyboard state.</param>
        public void Update(float dt, KeyboardState previousKeyboardInput, KeyboardState keyboardInput, GamePadState previousGamePadInput, GamePadState gamePadInput)
        {
            if (IsActive)
            {
                CameraControlScheme.Update(dt);

                Vector2 totalMovement = Vector2.Zero;

#if XBOX360
                totalMovement += new Vector2(gamePadInput.ThumbSticks.Left.X, gamePadInput.ThumbSticks.Left.Y);

                CharacterController.HorizontalMotionConstraint.SpeedScale        = Math.Min(totalMovement.Length(), 1); //Don't trust the game pad to output perfectly normalized values.
                CharacterController.HorizontalMotionConstraint.MovementDirection = totalMovement;

                CharacterController.StanceManager.DesiredStance = gamePadInput.IsButtonDown(Buttons.RightStick) ? Stance.Crouching : Stance.Standing;

                //Jumping
                if (previousGamePadInput.IsButtonUp(Buttons.LeftStick) && gamePadInput.IsButtonDown(Buttons.LeftStick))
                {
                    CharacterController.Jump();
                }
#else
                //Collect the movement impulses.

                if (keyboardInput.IsKeyDown(Keys.E))
                {
                    totalMovement += new Vector2(0, 1);
                }
                if (keyboardInput.IsKeyDown(Keys.D))
                {
                    totalMovement += new Vector2(0, -1);
                }
                if (keyboardInput.IsKeyDown(Keys.S))
                {
                    totalMovement += new Vector2(-1, 0);
                }
                if (keyboardInput.IsKeyDown(Keys.F))
                {
                    totalMovement += new Vector2(1, 0);
                }
                if (totalMovement == Vector2.Zero)
                {
                    CharacterController.HorizontalMotionConstraint.MovementDirection = Vector2.Zero;
                }
                else
                {
                    CharacterController.HorizontalMotionConstraint.MovementDirection = Vector2.Normalize(totalMovement);
                }


                //Jumping
                if (previousKeyboardInput.IsKeyUp(Keys.A) && keyboardInput.IsKeyDown(Keys.A))
                {
                    CharacterController.Jump();
                }
#endif
                CharacterController.ViewDirection = Camera.WorldMatrix.Forward;
            }
        }
Ejemplo n.º 2
0
        public void Update(float dt, KeyboardState previousKeyboardInput, KeyboardState keyboardInput, GamePadState previousGamePadInput, GamePadState gamePadInput)
        {
            if (IsActive)
            {
                CameraControlScheme.Update(dt);
                Vector2 totalMovement = Vector2.Zero;

                if (keyboardInput.IsKeyDown(Keys.E))
                {
                    totalMovement += new Vector2(0, 1);
                }
                if (keyboardInput.IsKeyDown(Keys.D))
                {
                    totalMovement += new Vector2(0, -1);
                }
                if (keyboardInput.IsKeyDown(Keys.S))
                {
                    totalMovement += new Vector2(-1, 0);
                }
                if (keyboardInput.IsKeyDown(Keys.F))
                {
                    totalMovement += new Vector2(1, 0);
                }

                if (totalMovement == Vector2.Zero)
                {
                    CharacterController.HorizontalMotionConstraint.MovementDirection = Vector2.Zero;
                }
                else
                {
                    CharacterController.HorizontalMotionConstraint.MovementDirection = Vector2.Normalize(totalMovement);
                }


                if (keyboardInput.IsKeyDown(Keys.X))
                {
                    CharacterController.StanceManager.DesiredStance = Stance.Prone;
                }
                else if (keyboardInput.IsKeyDown(Keys.Z))
                {
                    CharacterController.StanceManager.DesiredStance = Stance.Crouching;
                }
                else
                {
                    CharacterController.StanceManager.DesiredStance = Stance.Standing;
                }

                //Jumping
                if (previousKeyboardInput.IsKeyUp(Keys.A) && keyboardInput.IsKeyDown(Keys.A))
                {
                    CharacterController.Jump();
                }

                CharacterController.ViewDirection = Camera.WorldMatrix.Forward;
            }
        }