// Runs EITHER player 1 or player 2 from whatever // index controller you want (provided its still connected!) private void RunPlayerFromController( PlayerIndex pNum, Ship playerShip ) { // player can't control when in hyperspace if( playerShip.state != ShipState.Hyperspace ) { if( IsPressed( pNum, Buttons.LeftShoulder ) ) playerShip.TradeShieldForEnergy(); if( IsPressed( pNum, Buttons.Y ) ) playerShip.BeginHyperspace(); if( IsPressed( pNum, Buttons.RightShoulder ) ) playerShip.TradeEnergyForShield(); if( IsPressed( pNum, Buttons.DPadLeft ) ) playerShip.RotateLeft(); if( IsPressed( pNum, Buttons.B ) ) playerShip.IncreaseThrust(); if( IsPressed( pNum, Buttons.DPadRight ) ) playerShip.RotateRight(); if( JustPressed( pNum, Buttons.X ) ) playerShip.ShootPhasors(); if( IsPressed( pNum, Buttons.RightTrigger ) ) playerShip.Cloak(); if( JustPressed( pNum, Buttons.A ) ) playerShip.ShootTorpedos(); } }