Example #1
0
        public void Update(GameTime gameTime)
        {
            fireBallCount = Game.objects.Count;
            CurrentState  = Keyboard.GetState();
            Keys[] keys = CurrentState.GetPressedKeys();

            if (CurrentState.IsKeyUp(Keys.Z))
            {
                JumpKeyWasPressed = false;
            }

            if (CurrentState.IsKeyUp(Keys.X))
            {
                FireballWasPressed = false;
            }

            foreach (Keys key in keys)
            {
                if (RegisteredKeys.Contains(key))
                {
                    Transition(key, gameTime);
                    if (key == Keys.Z)
                    {
                        if (!JumpKeyWasPressed)
                        {
                            DebugModeDelay(key);
                            JumpKeyWasPressed = true;
                        }
                        else if (Game.Mario.Physics.YVelocity < 0)
                        {
                            Game.Mario.Physics.YVelocity -= .1;//hackish probably change.
                        }
                    }

                    if (key == Keys.X && (CurrentState.IsKeyDown(Keys.Left) || CurrentState.IsKeyDown(Keys.Right)))
                    {
                        DebugModeDelay(key);
                    }
                    else if (key != Keys.Z && key != Keys.X)
                    {
                        DebugModeDelay(key);
                    }
                    if (key == Keys.X && !FireballWasPressed && FireBallLimit - fireBallCount > 0)
                    {
                        ICommand fb = new MarioFireBallCommand(Game);
                        fb.Execute();
                        FireballWasPressed = true;
                    }
                }
            }

            PreviousState = CurrentState;
        }
Example #2
0
        public void Update(GameTime gameTime)
        {
            fireBallCount  = Game.objects.Count;
            CurrentState   = GamePad.GetState(PlayerIndex.One);
            PressedButtons = GetPressedButtons(CurrentState);

            if (CurrentState.Buttons.A == ButtonState.Released)
            {
                JumpKeyWasPressed = false;
            }

            if (CurrentState.Buttons.X == ButtonState.Released)
            {
                FireballWasPressed = false;
            }

            foreach (Buttons button in PressedButtons)
            {
                Transition(button, gameTime);
                if (button == Buttons.A)
                {
                    if (!JumpKeyWasPressed)
                    {
                        DebugModeDelay(button);
                        JumpKeyWasPressed = true;
                    }
                    else if (Game.Mario.Physics.YVelocity < 0)
                    {
                        Game.Mario.Physics.YVelocity -= .1;    //hackish probably change.
                    }
                }

                if (button == Buttons.X && (CurrentState.DPad.Left == ButtonState.Pressed || CurrentState.DPad.Right == ButtonState.Pressed))
                {
                    DebugModeDelay(button);
                }
                else if (button != Buttons.A && button != Buttons.X)
                {
                    DebugModeDelay(button);
                }

                if (button == Buttons.X && !FireballWasPressed && FireBallLimit - fireBallCount > 0)
                {
                    ICommand fb = new MarioFireBallCommand(Game);
                    fb.Execute();
                    FireballWasPressed = true;
                }
            }

            PreviousState = CurrentState;
        }