Example #1
0
        public void HandleInput(GameTime gameTime)
        {
            if (Re.State == RhythmEngine.RhythmEngineState.Playing)
            {
                LeftController.Update(gameTime);
                RightController.Update(gameTime);
            }
            KeyboardState Current = Host.KeyboardInput.Current;

            if (Host.Debugging)
            {
                // Rhythm engine
                if (Host.KeyboardInput.IsTap(Keys.OemOpenBrackets))
                {
                    Re.Stop();
                }
                if (Host.KeyboardInput.IsTap(Keys.OemCloseBrackets))
                {
                    Re.Play();
                }
                if (Host.KeyboardInput.IsTap(Keys.OemPipe))
                {
                    Re.Pause();
                }
                if (Current.IsKeyDown(Keys.OemPlus))
                {
                    Re.Shift(playerShift);
                }
                if (Current.IsKeyDown(Keys.OemMinus))
                {
                    Re.Shift(-playerShift);
                }
            }
        }
Example #2
0
        // Methods
        public PlayingState(ActGame Host, Configuration.IOConfig.KeyboardConfig.PlayerKeyConfig LeftControlConfig, Configuration.IOConfig.KeyboardConfig.PlayerKeyConfig RightControlConfig, LinkedList <TrackSelection>[] Selections)
            : base(Host)
        {
            FighterSpriteSheets      = new SpriteSheet[noPlayers];
            FighterSpriteSheets[atk] = Host.fighterSpriteSheet;
            FighterSpriteSheets[def] = Host.fighterSpriteSheet;

            InitialPositions      = new Vector2[noPlayers];
            InitialPositions[atk] = new Vector2(400, 400);
            InitialPositions[def] = new Vector2(400, 200);

            ValidRects      = new Rectangle[noPlayers];
            ValidRects[atk] = new Rectangle(250, 250, 300, 150);
            ValidRects[def] = new Rectangle(250, 50, 300, 150);

            bullet        = new Bullet();
            bullet.Sprite = Host.bulletSpriteSheet.FrameSprite(0);

            Fighters = new Fighter[noPlayers];
            for (int i = 0; i < noPlayers; ++i)
            {
                Fighters[i]        = new Fighter(Host, ValidRects[i], bullet, RegisterBullet);
                Fighters[i].Sprite = FighterSpriteSheets[i].FrameSprite(0);
            }

            Keyconfigs      = new Configuration.IOConfig.KeyboardConfig.PlayerKeyConfig[noPlayers];
            Keyconfigs[atk] = LeftControlConfig;
            Keyconfigs[def] = RightControlConfig;

            SetActivePlayer(PlayerIndex.One);

            Ps = new ParticleSystem();

            Re = new RhythmEngine(Host.Config);
            Re.SelectionList = Selections;

            Re.LeftPlayer.VisibleRange  = 2000;
            Re.RightPlayer.VisibleRange = 2000;

            Re.LeftPlayer.ShowDebug  = false;
            Re.RightPlayer.ShowDebug = true;

            Rr      = new RhythmRenderer(Re);
            Rr.Font = Host.sysFont;

            Rr.LeftDrawRect  = new Rectangle(8, 8, 192, 350);
            Rr.RightDrawRect = new Rectangle(600, 8, 192, 350);

            LeftController  = Host.LeftController;
            RightController = Host.RightController;

            // TODO: Debug AI
            //LeftController = new AiController(Host.Config.IO.Keyboard.Left.Rhythm.KeyCount, Fighters[atk], Re.players[atk]);
            RightController = new AiController(Host.Config.IO.Keyboard.Right.Rhythm.KeyCount, Fighters[def], Re.players[def]);

            Re.Lock();
            Re.Play();

            Particle particle = new Particle(Host.particle1SpriteSheet);

            GraphicsObject[] FighterGraphicObjs = new GraphicsObject[noPlayers];
            for (int i = 0; i < noPlayers; ++i)
            {
                FighterGraphicObjs[i] = new GraphicsObject(Fighters[i]);
            }

            foreach (GraphicsObject obj in FighterGraphicObjs)
            {
                obj.CreateEmitter(new Vector2(0, 5), 0.15f, -MathHelper.PiOver2, MathHelper.PiOver4, 100, 250, 150, particle, true);
                obj.CreateEmitter(new Vector2(-5, 2), 0.15f, -0.6f * MathHelper.PiOver2, MathHelper.PiOver4 / 2.0f, 50, 250, 150, particle, true);
                obj.CreateEmitter(new Vector2(5, 2), 0.15f, -1.4f * MathHelper.PiOver2, MathHelper.PiOver4 / 2.0f, 50, 250, 150, particle, true);

                Ps.RegisterGraphicsObject(obj);
            }
        }