////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Read the keypresses ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public void UpdateInput(GameTime gameTime, Camera camera) { currentDirection = LevelLibrary.Directions.none; jumpKeyPressed = false; KeyboardState newState = Keyboard.GetState(); camera.Update(gameTime, newState, oldState); // Is the Q key down? if (newState.IsKeyDown(jumpKeyMapping)) { jumpKeyPressed = true; } else if (newState.IsKeyDown(leftKeyMapping)) { currentDirection = LevelLibrary.Directions.left; } else if (newState.IsKeyDown(rightKeyMapping)) { currentDirection = LevelLibrary.Directions.right; } else if (newState.IsKeyDown(exitKeyMapping)) { exitKeyPressed = true; } else if (newState.IsKeyDown(fullKeyMapping)) { fullScreenPressed = true; } // Update saved state. oldState = newState; }
/// <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() { // TODO: Add your initialization logic here // Initialize the player class player = new Player(); input = new Input(); mainbg = new ParallaxingBackground(); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); levelRenderer = new LevelLibrary.LevelRenderer(); // Camera that follows the player camera = new Camera(GraphicsDevice.Viewport, Vector2.Zero); camera.Follow(player, 0f); hud = new HUDisplay(); base.Initialize(); }