Exemple #1
0
        public bool DetermineButtonPress(KeyboardState presentState)
        {
            //A attack button pressed
            if (MoveInput.KeyboardPressed(presentState, lastKeyboardState, controlSetting.Controls["a"]))
            {
                System.Diagnostics.Debug.WriteLine("A button pressed");
                return(true);
            }
            // B attack button pressed

            if (MoveInput.KeyboardPressed(presentState, lastKeyboardState, controlSetting.Controls["b"]))
            {
                System.Diagnostics.Debug.WriteLine("B button pressed");
                return(true);
            }

            if (MoveInput.KeyboardPressed(presentState, lastKeyboardState, controlSetting.Controls["c"]))
            {
                System.Diagnostics.Debug.WriteLine("C button pressed");
                return(true);
            }

            if (MoveInput.KeyboardPressed(presentState, lastKeyboardState, controlSetting.Controls["d"]))
            {
                System.Diagnostics.Debug.WriteLine("d button pressed");
                return(true);
            }

            return(false);
        }
Exemple #2
0
 public bool DetermineJumpPress(KeyboardState presentState)
 {
     if (MoveInput.KeyboardPressed(presentState, lastKeyboardState, controlSetting.Controls["up"]))
     {
         Console.WriteLine("Jump Button");
         return(true);
     }
     else
     {
         return(false);
     }
 }
Exemple #3
0
        public void enqueueState(KeyboardState state, Dictionary <string, Keys> controls)
        {
            keysPressed = new Keys[state.GetPressedKeys().Length];
            int counter = 0;

            foreach (String attack in ATTACKS)
            {
                if (MoveInput.KeyboardPressed(state, lastKeyboardState, controls[attack]))
                {
                    keysPressed[counter] = controls[attack];
                    counter++;
                }
            }
            foreach (String direction in DIRECTIONS)
            {
                if (state.IsKeyDown(controls[direction]))
                {
                    keysPressed[counter] = controls[direction];
                    counter++;
                }
            }
            inputs.Enqueue(keysPressed);
        }
Exemple #4
0
        public String checkMoves(Direction direction, KeyboardState newKeyboardState, List <MoveInput> moveList, Boolean dashCancealable)
        {
            // on a button press determine if a special move was inputted.
            //
            if (DetermineButtonPress(newKeyboardState))
            {
                // Reset our command index for every special move
                //
                foreach (MoveInput moveInput in moveList)
                {
                    moveInput.resetCurrentInputCommandIndex();
                }
                // Iterate through the input queue
                //
                foreach (Keys[] keyboardState in inputs)
                {
                    // For every command
                    //
                    foreach (MoveInput moveInput in moveList)
                    {
                        // check to see if a pressed key in the current input state matches a necessary move input
                        //
                        if (MoveInput.checkStringInputToKeyInput(moveInput.InputCommand[moveInput.CurrentInputCommandIndex], keyboardState, direction, controlSetting.Controls))
                        {
                            // Move up our command index for that move
                            //
                            moveInput.moveCurrentInputCommandIndex();
                            // If our command index for a move is greater than how many inputs it needs, we must have input it
                            //
                            if (moveInput.CurrentInputCommandIndex >= moveInput.InputCommand.Count)
                            {
                                lastKeyboardState = newKeyboardState;
                                Console.WriteLine("Activating " + moveInput.Name);
                                // Clear up our input queue
                                //
                                inputs.Reset();
                                return(moveInput.Name);
                            }
                        }
                    }
                }
            }
            // Otherwise this is a movement special input like a dash
            //
            else if (dashCancealable)
            {
                // Atm we only really care about reading a dash
                //
                foreach (MoveInput dashInput in dashList)
                {
                    dashInput.resetCurrentInputCommandIndex();
                }

                foreach (Keys[] keyboardState in inputs.GetReverseEnumerator)
                {
                    foreach (MoveInput dash in dashList)
                    {
                        if (MoveInput.checkStringInputToKeyInputForMovement(dash.InputCommand[dash.CurrentInputCommandIndex], keyboardState, direction, controlSetting.Controls))
                        {
                            dash.moveCurrentInputCommandIndex();
                            if (dash.CurrentInputCommandIndex >= dash.InputCommand.Count)
                            {
                                System.Diagnostics.Debug.WriteLine(dash.Name);
                                //inputs.Reset();
                                return(dash.Name);
                            }
                        }
                    }
                }
            }
            lastKeyboardState = newKeyboardState;
            return(null);
        }