public static InputStates getStatesFromKeys(KeyboardState keys, GamePadState pad, GamePadThumbSticks sticks) { var inputStates = ret; ret.movement = keys.IsKeyDown(Keys.Right) || pad.DPad.Right == ButtonState.Pressed ? 1f : (keys.IsKeyDown(Keys.Left) || pad.DPad.Left == ButtonState.Pressed ? -1f : sticks.Left.X == 0.0 ? 0.0f : sticks.Left.X); var buttons1 = pad.Buttons; ret.jumping = buttons1.A == ButtonState.Pressed || keys.IsKeyDown(Keys.Up); var buttons2 = pad.Buttons; ret.useItem = buttons2.B == ButtonState.Pressed || keys.IsKeyDown(Keys.RightShift); ret.wmovement = keys.IsKeyDown(Keys.D) || pad.DPad.Right == ButtonState.Pressed ? 1f : (keys.IsKeyDown(Keys.A) || pad.DPad.Left == ButtonState.Pressed ? -1f : sticks.Left.X == 0.0 ? 0.0f : sticks.Left.X); ret.wjumping = pad.Buttons.A == ButtonState.Pressed || keys.IsKeyDown(Keys.W) || keys.IsKeyDown(Keys.Space) || pad.Triggers.Left > 0.0; var buttons3 = pad.Buttons; ret.wuseItem = buttons3.B == ButtonState.Pressed || keys.IsKeyDown(Keys.LeftShift); lastCalculatedState = ret; return(ret); }
public static InputStates getStatesFromKeys(KeyboardState keys, GamePadState pad, GamePadThumbSticks sticks) { var inputStates = ret; ret.movement = keys.IsKeyDown(Keys.Right) || pad.DPad.Right == ButtonState.Pressed ? 1f : (keys.IsKeyDown(Keys.Left) || pad.DPad.Left == ButtonState.Pressed ? -1f : sticks.Left.X == 0.0 ? 0.0f : sticks.Left.X); var buttons1 = pad.Buttons; ret.jumping = buttons1.A == ButtonState.Pressed || keys.IsKeyDown(Keys.Up); var buttons2 = pad.Buttons; ret.useItem = buttons2.B == ButtonState.Pressed || keys.IsKeyDown(Keys.RightShift); ret.wmovement = keys.IsKeyDown(Keys.D) || pad.DPad.Right == ButtonState.Pressed ? 1f : (keys.IsKeyDown(Keys.A) || pad.DPad.Left == ButtonState.Pressed ? -1f : sticks.Left.X == 0.0 ? 0.0f : sticks.Left.X); ret.wjumping = pad.Buttons.A == ButtonState.Pressed || keys.IsKeyDown(Keys.W) || keys.IsKeyDown(Keys.Space) || pad.Triggers.Left > 0.0; var buttons3 = pad.Buttons; ret.wuseItem = buttons3.B == ButtonState.Pressed || keys.IsKeyDown(Keys.LeftShift); lastCalculatedState = ret; return ret; }