public CustomKeyboardBindingMap(CustomActionList actions) : base(actions) { this.Bind(Keys.Z, ButtonState3.Hold, actions.PlayerForward); this.Bind(Keys.D, ButtonState3.Hold, actions.PlayerRight); this.Bind(Keys.Q, ButtonState3.Hold, actions.PlayerLeft); this.Bind(Keys.S, ButtonState3.Hold, actions.PlayerBackward); this.Bind(Keys.Space, ButtonState3.JustPressed, actions.Pause); }
public CustomMouseBindingMap(CustomActionList actions) { Sensibilite = 1 / 200f; this.BindAxisDelta(MouseAxis.X, actions.RotateCameraHorizontally, Sensibilite); this.BindAxisDelta(MouseAxis.Y, actions.RotateCameraVertically, Sensibilite); this.BindButton(MouseButton.LeftButton, ButtonState3.JustPressed, actions.Shoot); this.BindButton(MouseButton.RightButton, ButtonState3.Hold, actions.Shoot); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { _graphicSettings.Initialize(); CustomContentLoader loader = new CustomContentLoader(this.Content); CustomWorld world = new CustomWorld(new CustomPhysicGenerator(loader)); Tracker tracker = new Tracker(world.Player, 15f); Renderer renderer = new BasicRenderer(_graphicSettings, Content, 45f, tracker); _logic = new LogicManager(world); _graphic = new GraphicManager(_logic, tracker, renderer, new CustomGraphicGenerator(loader)); CustomActionList actionList = new CustomActionList(this, _graphicSettings, world, tracker); KeyboardHandler kh = new KeyboardHandler(new CustomKeyboardBindingMap(actionList)); MouseHandler mh = new MouseHandler(new CustomMouseBindingMap(actionList), true); _input = new InputManager(kh, mh); _logic.Start(); base.Initialize(); }