Example #1
0
 public Player(Point pos)
 {
     //spawns player outside of mech
     Pos            = pos;
     Collide        = true;
     Render         = true;
     inMech         = false;
     input          = new PlrInput();
     TextID         = TextureID.PLAYER;
     TextRect       = new Rectangle(0, 0, 32, 64);
     animationState = AnimationState.STILL_RIGHT;
     Collision      = new AABB(new Point(8, 16), new Point(24, 62)); //the player is 1x2
 }
Example #2
0
        //im so sorry to anybody who reads this
        public void Update(KeyboardState keyboard, MouseState mouse, GamePadState gamepad)
        {
            PlrInput oldInput = (PlrInput)this.MemberwiseClone();  //copying the old input to use it

            CursorPos = mouse.Position.ToVector2();
            //TODO: add logic for gamepad as the mouse later - i would guess if the joystick is not in a deadzone it should just override mouse

            //left
            if (keyboard.IsKeyDown(Keys.A) || gamepad.ThumbSticks.Left.X < 0)   //assumiung deadzones are on be default
            {
                if (!oldInput.Left.Held)
                {
                    Left = new Button(true, true);                     //if it wasnt being touched before, this is the first frame so it was pressed.
                }
                else
                {
                    Left = new Button(true, false);
                }
            }
            else
            {
                Left = new Button(false, false);
            }
            //right
            if (keyboard.IsKeyDown(Keys.D) || gamepad.ThumbSticks.Left.X > 0)
            {
                if (!oldInput.Right.Held)
                {
                    Right = new Button(true, true);
                }
                else
                {
                    Right = new Button(true, false);
                }
            }
            else
            {
                Right = new Button(false, false);
            }
            //down
            if (keyboard.IsKeyDown(Keys.S) || gamepad.ThumbSticks.Left.Y < 0)
            {
                if (!oldInput.Down.Held)
                {
                    Down = new Button(true, true);
                }
                else
                {
                    Down = new Button(true, false);
                }
            }
            else
            {
                Down = new Button(false, false);
            }
            //up
            if (keyboard.IsKeyDown(Keys.W) || gamepad.ThumbSticks.Left.Y > 0)
            {
                if (!oldInput.Up.Held)
                {
                    Up = new Button(true, true);
                }
                else
                {
                    Up = new Button(true, false);
                }
            }
            else
            {
                Up = new Button(false, false);
            }

            //fire1
            if (mouse.LeftButton == ButtonState.Pressed || gamepad.IsButtonDown(Buttons.LeftShoulder))
            {
                if (!oldInput.Fire1.Held)
                {
                    Fire1 = new Button(true, true);
                }
                else
                {
                    Fire1 = new Button(true, false);
                }
            }
            else
            {
                Fire1 = new Button(false, false);
            }
            //fire2
            if (mouse.RightButton == ButtonState.Pressed || gamepad.IsButtonDown(Buttons.RightShoulder))
            {
                if (!oldInput.Fire2.Held)
                {
                    Fire2 = new Button(true, true);
                }
                else
                {
                    Fire2 = new Button(true, false);
                }
            }
            else
            {
                Fire2 = new Button(false, false);
            }

            //special1
            if (keyboard.IsKeyDown(Keys.Space) || gamepad.IsButtonDown(Buttons.RightShoulder))
            {
                if (!oldInput.Special1.Held)
                {
                    Special1 = new Button(true, true);
                }
                else
                {
                    Special1 = new Button(true, false);
                }
            }
            else
            {
                Special1 = new Button(false, false);
            }
            //special2
            if (keyboard.IsKeyDown(Keys.LeftShift) || gamepad.IsButtonDown(Buttons.LeftShoulder))
            {
                if (!oldInput.Special2.Held)
                {
                    Special2 = new Button(true, true);
                }
                else
                {
                    Special2 = new Button(true, false);
                }
            }
            else
            {
                Special2 = new Button(false, false);
            }

            //interact1
            if (keyboard.IsKeyDown(Keys.E) || gamepad.IsButtonDown(Buttons.A))
            {
                if (!oldInput.Interact1.Held)
                {
                    Interact1 = new Button(true, true);
                }
                else
                {
                    Interact1 = new Button(true, false);
                }
            }
            else
            {
                Interact1 = new Button(false, false);
            }
            //interact2
            if (keyboard.IsKeyDown(Keys.Q) || gamepad.IsButtonDown(Buttons.B))
            {
                if (!oldInput.Interact2.Held)
                {
                    Interact2 = new Button(true, true);
                }
                else
                {
                    Interact2 = new Button(true, false);
                }
            }
            else
            {
                Interact2 = new Button(false, false);
            }
            //reload
            if (keyboard.IsKeyDown(Keys.R) || gamepad.IsButtonDown(Buttons.X))
            {
                if (!oldInput.Reload.Held)
                {
                    Reload = new Button(true, true);
                }
                else
                {
                    Reload = new Button(true, false);
                }
            }
            else
            {
                Reload = new Button(false, false);
            }
            //mech
            if (keyboard.IsKeyDown(Keys.F) || gamepad.IsButtonDown(Buttons.Y))
            {
                if (!oldInput.Mech.Held)
                {
                    Mech = new Button(true, true);
                }
                else
                {
                    Mech = new Button(true, false);
                }
            }
            else
            {
                Mech = new Button(false, false);
            }
        }