Exemple #1
0
        /// <summary>
        /// Handles input, performs physics, and animates the player sprite.
        /// </summary>
        /// <remarks>
        /// We pass in all of the input states so that our game is only polling the hardware
        /// once per frame. We also pass the game's orientation because when using the accelerometer,
        /// we need to reverse our motion when the orientation is in the LandscapeRight orientation.
        /// </remarks>
        public void Update(
            GameTime gameTime,
            KeyboardState keyboardState,
            GamePadState gamePadState,
            TouchCollection touchState,
            AccelerometerState accelState,
            DisplayOrientation orientation)
        {
            GetInput(keyboardState, gamePadState, touchState, accelState, orientation);

            ApplyPhysics(gameTime);

            if (IsAlive && IsOnGround)
            {
                if (Math.Abs(Velocity.X) - 0.02f > 0)
                {
                    sprite.PlayAnimation(runAnimation);
                }
                else
                {
                    sprite.PlayAnimation(idleAnimation);
                }
            }

            // Clear input.
            movement  = 0.0f;
            isJumping = false;
        }
Exemple #2
0
        private void HandleInput()
        {
            accelState = Accelerometer.GetState();
            touchState = TouchPanel.GetState();
            bool          buttonTouched = false;
            KeyboardState keyboardState = Keyboard.GetState();
            GamePadState  gamepadState  = GamePad.GetState(PlayerIndex.One);

            // Exit the game when back is pressed.
            if (gamepadState.Buttons.Back == ButtonState.Pressed)
            {
                Exit();
            }

            //interpert touch screen presses
            foreach (TouchLocation location in touchState)
            {
                switch (location.State)
                {
                case TouchLocationState.Pressed:
                    buttonTouched = true;
                    break;

                case TouchLocationState.Moved:
                    break;

                case TouchLocationState.Released:
                    break;
                }
            }


            bool continuePressed =
                gamepadState.IsButtonDown(ContinueButton) ||
                keyboardState.IsKeyDown(Keys.Space) ||
                buttonTouched;

            // Perform the appropriate action to advance the game and
            // to get the player back to playing.
            if (!wasContinuePressed && continuePressed)
            {
                if (!level.Player.IsAlive)
                {
                    level.StartNewLife();
                }
                else if (level.TimeRemaining == TimeSpan.Zero)
                {
                    if (level.ReachedExit)
                    {
                        LoadNextLevel();
                    }
                    else
                    {
                        ReloadCurrentLevel();
                    }
                }
            }

            wasContinuePressed = continuePressed;
        }
Exemple #3
0
        /// <summary>
        /// Updates all objects in the world, performs collision between them,
        /// and handles the time limit with scoring.
        /// </summary>
        public void Update(
            GameTime gameTime,
            KeyboardState keyboardState,
            GamePadState gamePadState,
            TouchCollection touchState,
            AccelerometerState accelState,
            DisplayOrientation orientation)
        {
            // Pause while the player is dead or time is expired.
            // Pause while the player is dead or time is expired.

            if (!Player.IsAlive || TimeRemaining == TimeSpan.Zero)
            {
                // Still want to perform physics on the player.
                Player.ApplyPhysics(gameTime);
            }
            else if (ReachedExit)
            {
                // Animate the time being converted into points.
                int seconds = (int)Math.Round(gameTime.ElapsedGameTime.TotalSeconds * 100.0f);
                seconds        = Math.Min(seconds, (int)Math.Ceiling(TimeRemaining.TotalSeconds));
                timeRemaining -= TimeSpan.FromSeconds(seconds);
                score         += seconds * PointsPerSecond;
            }
            else
            {
                timeRemaining -= gameTime.ElapsedGameTime;

                Player.Update(gameTime, keyboardState, gamePadState, touchState, accelState, orientation);
                UpdateMovableTiles(gameTime);

                UpdateGems(gameTime);

                // Falling off the bottom of the level kills the player.
                if (Player.BoundingRectangle.Top >= Height * Tile.Height)
                {
                    OnPlayerKilled(null);
                }

                UpdateEnemies(gameTime);

                // The player has reached the exit if they are standing on the ground and
                // his bounding rectangle contains the center of the exit tile. They can only
                // exit when they have collected all of the gems.
                if (Player.IsAlive &&
                    Player.IsOnGround &&
                    Player.BoundingRectangle.Contains(exit))
                {
                    OnExitReached();
                }
            }

            // Clamp the time remaining at zero.
            if (timeRemaining < TimeSpan.Zero)
            {
                timeRemaining = TimeSpan.Zero;
            }
        }
Exemple #4
0
        /// <summary>
        /// Handles input, performs physics, and animates the player sprite.
        /// </summary>
        /// <remarks>
        /// We pass in all of the input states so that our game is only polling the hardware
        /// once per frame. We also pass the game's orientation because when using the accelerometer,
        /// we need to reverse our motion when the orientation is in the LandscapeRight orientation.
        /// </remarks>
        public void Update(
            GameTime gameTime,
            KeyboardState keyboardState,
            GamePadState gamePadState,
            TouchCollection touchState,
            AccelerometerState accelState,
            DisplayOrientation orientation,
            Viewport viewport)
        {
            if (!IsRespawnable)
            {
                return;
            }

            GetInput(keyboardState, gamePadState, touchState, accelState, orientation);

            if (isThrowGrenade)
            {
                sprite.PlayAnimation(grenadeAnimation);
                m_bomb.Update(gameTime, Position, flip);
            }
            else
            {
                ApplyPhysics(gameTime);

                if (IsAlive && IsOnGround && !isRolling)
                {
                    if (Math.Abs(Velocity.X) - 0.02f > 0)
                    {
                        sprite.PlayAnimation(runAnimation);
                    }
                    else
                    {
                        sprite.PlayAnimation(idleAnimation);
                    }
                }

                //weapon.Update(gameTime, Position, flip);
                m_handgun.Update(gameTime, Position, flip);
                m_shotgun.Update(gameTime, Position, flip);
                m_knife.Update(gameTime, Position, flip);
                m_bomb.Update(gameTime, Position, flip);

                //Sprite effects
                if (pulseRed)
                {
                    pulseRedTime += (float)gameTime.ElapsedGameTime.TotalSeconds;
                    if (pulseRedTime > MAX_PULSE_TIME)
                    {
                        pulseRed     = false;
                        pulseRedTime = 0.0f;
                    }
                }
            }
            // Clear input.
            movement  = 0.0f;
            isJumping = false;
        }
Exemple #5
0
        /// <summary>
        /// Handles input, performs physics, and animates the player sprite.
        /// </summary>
        /// <remarks>
        /// We pass in all of the input states so that our game is only polling the hardware
        /// once per frame. We also pass the game's orientation because when using the accelerometer,
        /// we need to reverse our motion when the orientation is in the LandscapeRight orientation.
        /// </remarks>
        public void Update(
            GameTime gameTime,
            KeyboardState keyboardState,
            GamePadState gamePadState,
            TouchCollection touchState,
            AccelerometerState accelState,
            DisplayOrientation orientation)
        {
            GetInput(keyboardState, gamePadState, touchState, accelState, orientation);

            ApplyPhysics(gameTime);

            //Find nearest monster and highlight
            HighlightEnemy();

            if (IsAlive && IsOnGround)
            {
                if (Math.Abs(Velocity.X) - 0.02f > 0)
                {
                    sprite.PlayAnimation(runAnimation);
                }
                else
                {
                    sprite.PlayAnimation(idleAnimation);
                }
            }

            //If the player is attacking
            if (isAttacking)
            {
                this.Attack();
            }

            //If the player is depossessing
            if (dePossess)
            {
                target.isDead = true;
                possession    = PossessionStatus.None;
            }

            // Clear input.
            movement    = 0.0f;
            isJumping   = false;
            isAttacking = false;
            dePossess   = false;

            //Update attackRange
            this.attackRange.Y = BoundingRectangle.Y;
            if (direction == -1)
            {
                this.attackRange.X = BoundingRectangle.X - attackWidth;
            }
            else
            {
                this.attackRange.X = BoundingRectangle.X;
            }
        }
        /// <summary>
        /// Gets player horizontal movement and jump commands from input.
        /// </summary>
        private void GetInput(
            KeyboardState keyboardState,
            GamePadState gamePadState,
            TouchCollection touchState,
#if WINDOWS_PHONE
            AccelerometerState accelState,
#endif
            DisplayOrientation orientation)
        {
            // Get analog horizontal movement.
            movement = gamePadState.ThumbSticks.Left.X * MoveStickScale;

            // Ignore small movements to prevent running in place.
            if (Math.Abs(movement) < 0.5f)
            {
                movement = 0.0f;
            }
#if WINDOWS_PHONE
            // Move the player with accelerometer
            if (Math.Abs(accelState.Acceleration.Y) > 0.10f)
            {
                // set our movement speed
                movement = MathHelper.Clamp(-accelState.Acceleration.Y * AccelerometerScale, -1f, 1f);

                // if we're in the LandscapeLeft orientation, we must reverse our movement
                if (orientation == DisplayOrientation.LandscapeRight)
                {
                    movement = -movement;
                }
            }
#endif

            // If any digital horizontal movement input is found, override the analog movement.
            if (gamePadState.IsButtonDown(Buttons.DPadLeft) ||
                keyboardState.IsKeyDown(Keys.Left) ||
                keyboardState.IsKeyDown(Keys.A))
            {
                movement = -1.0f;
            }
            else if (gamePadState.IsButtonDown(Buttons.DPadRight) ||
                     keyboardState.IsKeyDown(Keys.Right) ||
                     keyboardState.IsKeyDown(Keys.D))
            {
                movement = 1.0f;
            }

            // Check if the player wants to jump.
            isJumping =
                gamePadState.IsButtonDown(JumpButton) ||
                keyboardState.IsKeyDown(Keys.Space) ||
                keyboardState.IsKeyDown(Keys.Up) ||
                keyboardState.IsKeyDown(Keys.W) ||
                touchState.AnyTouch();
        }
Exemple #7
0
        public override void HandleInput(InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

            // Look up inputs for the active player profile.
            int playerIndex = (int)ControllingPlayer.Value;

            // get all of our input states
            keyboardState      = Keyboard.GetState();
            gamePadState_1     = GamePad.GetState(PlayerIndex.One);
            gamePadState_2     = GamePad.GetState(PlayerIndex.Two);
            gamePadStates[0]   = gamePadState_1;
            gamePadStates[1]   = gamePadState_2;
            touchState         = TouchPanel.GetState();
            accelerometerState = Accelerometer.GetState();

            // Exit the game when back is pressed.
            //if (gamePadState_1.Buttons.Back == ButtonState.Pressed)
            //    Exit();

            if (input.IsPauseGame(null))
            {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else
            {
                foreach (Player player in PlatformerGame.Players)
                {
                    bool continuePressed =
                        keyboardState.IsKeyDown(Keys.Space) ||
                        gamePadStates[PlatformerGame.Players.IndexOf(player)].IsButtonDown(Buttons.A) ||
                        touchState.AnyTouch();

                    if (!player.IsAlive)
                    {
                        level.StartNewLife(player);
                    }
                    if (level.ReachedExit)
                    {
                        LoadNextLevel();
                    }
                }
                //check if both player is in the "no-man lands"
                if (players[0].Position.X == -999.9f && players[1].Position.X == -999.9f)
                {
                    //players[attacker_id].Reset(Vector2.Zero);
                    level.StartNewLife(players[attacker_id]);
                }
            }
        }
        private void HandleInput()
        {
            // get all of our input states
#if !IPHONE
            keyboardState = Keyboard.GetState();
            gamePadState  = GamePad.GetState(PlayerIndex.One);
#endif
            touchState = TouchPanel.GetState();

#if WINDOWS_PHONE
            accelerometerState = Accelerometer.GetState();
#endif

#if !IPHONE
            // Exit the game when back is pressed.
            if ((gamePadState.Buttons.Back == ButtonState.Pressed) || (keyboardState.IsKeyDown(Keys.Escape)))
            {
                Exit();
            }
#endif
            bool continuePressed =
#if !IPHONE
                keyboardState.IsKeyDown(Keys.Space) ||
                gamePadState.IsButtonDown(Buttons.A) ||
#endif
                touchState.AnyTouch();

            // Perform the appropriate action to advance the game and
            // to get the player back to playing.
            if (!wasContinuePressed && continuePressed)
            {
                if (!level.Player.IsAlive)
                {
                    level.StartNewLife();
                }
                else if (level.TimeRemaining == TimeSpan.Zero)
                {
                    if (level.ReachedExit)
                    {
                        LoadNextLevel();
                    }
                    else
                    {
                        ReloadCurrentLevel();
                    }
                }
            }

            wasContinuePressed = continuePressed;
        }
Exemple #9
0
        /// <summary>
        /// Gets player horizontal movement and jump commands from input.
        /// </summary>
        private void GetInput(
            KeyboardState keyboardState,
            GamePadState gamePadState,
            TouchCollection touchState,
            AccelerometerState accelState,
            DisplayOrientation orientation)
        {
            bool touchJump = false;

            movement = 0.0f;
            // Process touch locations
            pressed = false;
            //esquerda = false;

            foreach (TouchLocation location in touchState)
            {
                switch (location.State)
                {
                case TouchLocationState.Pressed:
                {
                    //fingerXOld = fingerX;
                    //fingerYOld = fingerY;

                    fingerX = (float)Math.Round(location.Position.Y);;
                    fingerY = (float)Math.Round(location.Position.X);
                    if (fingerX > 0)
                    {
                        pressed = true;
                    }
                    if (fingerY < (BoundingRectangle.X))
                    {
                        touchJump = true;
                    }
                    break;
                }

                case TouchLocationState.Released:
                    //Don't care about released state in this demo
                    break;

                case TouchLocationState.Moved:
                {
                    //fingerXOld = fingerX;
                    //fingerYOld = fingerY;

                    fingerX = (float)Math.Round(location.Position.X);;
                    fingerY = (float)Math.Round(location.Position.Y);
                    if (fingerX > 0)
                    {
                        pressed = true;
                    }
                    //if (!(fingerY > (BoundingRectangle.X - localBounds.Width)))
                    // if (fingerY < (BoundingRectangle.TopY))
                    float pY = Position.Y;
                    float pX = Position.X;
                    float lY = localBounds.Y;
                    float lX = localBounds.X;
                    if ((fingerY + 30) < (BoundingRectangle.Y))
                    {
                        //  (int)Math.Round(Position.Y - sprite.Origin.Y) + localBounds.Y;
                        touchJump = true;
                    }
                    break;
                }
                }
            }

            // Ignore small movements to prevent running in place.
            //  if (Math.Abs(movement) < 0.5f)
            movement = 0.0f;


            if (fingerX != 0)
            {
                if (fingerX >= Position.X)
                {
                    movement = 1.0f;
                }
                else
                {
                    movement = -1.0f;
                }
            }
            // Check if the player wants to jump.
            isJumping = touchJump;
        }
Exemple #10
0
        /// <summary>
        /// Handles input, performs physics, and animates the player sprite.
        /// </summary>
        /// <remarks>
        /// We pass in all of the input states so that our game is only polling the hardware
        /// once per frame. We also pass the game's orientation because when using the accelerometer,
        /// we need to reverse our motion when the orientation is in the LandscapeRight orientation.
        /// </remarks>
        public void Update(
            GameTime gameTime,
            KeyboardState keyboardState,
            GamePadState gamePadState,
            TouchCollection touchState,
            AccelerometerState accelState,
            DisplayOrientation orientation)
        {
            velocity.X = 0;
            movement   = 0;
            if (!IsPoweredDown)
            {
                MoveAcceleration = 700f;
                MaxMoveSpeed     = 1750.0f;
                MaxJumpTime      = 0.35f;
            }
            else
            {
                MoveAcceleration = 350f;
                MaxMoveSpeed     = 1750.0f / 2;
                MaxJumpTime      = 0.20f;
            }

            GetInput(keyboardState, gamePadState, touchState, accelState, orientation);
            if (IsPoweredUp)
            {
                powerUpTime = Math.Max(0.0f, powerUpTime - (float)gameTime.ElapsedGameTime.TotalSeconds);
            }
            if (IsPoweredDown)
            {
                powerDownTime = Math.Max(0.0f, powerDownTime - (float)gameTime.ElapsedGameTime.TotalSeconds);
            }
            if (!BoundingRectangle.Intersects(FingerRectangle) && pressed)
            {
                ApplyPhysics(gameTime);

                if (IsAlive && IsOnGround)
                {
                    if (Math.Abs(Velocity.X) - 0.2f > 0)
                    {
                        sprite.PlayAnimation(runAnimation);
                    }
                    else
                    {
                        sprite.PlayAnimation(idleAnimation);
                    }
                }
            }
            else if (isOnGround)
            {
                sprite.PlayAnimation(idleAnimation);
                pressed = false;
            }
            else
            {
                ApplyPhysics(gameTime);
                pressed = false;
            }

            // Clear input.
            movement  = 0.0f;
            isJumping = false;
            if (isOnGround)
            {
                numberOfJumps = 0;
            }
        }
Exemple #11
0
        /// <summary>
        /// Updates all objects in the world, performs collision between them,
        /// and handles the time limit with scoring.
        /// </summary>
        public void Update(
            GameTime gameTime,
            KeyboardState keyboardState,
            GamePadState[] gamePadStates,
            TouchCollection touchState,
            AccelerometerState accelState,
            DisplayOrientation orientation,
            Viewport viewport)
        {
            // Play the bridge withdrawing animation
            if (isBridgeWithdrawing)
            {
                WithdrawBridge(gameTime);
            }
            else
            {
                // Pause while the player is dead or time is expired.
                foreach (Player player in PlatformerGame.Players)
                {
                    if (!player.IsAlive)// || TimeRemaining == TimeSpan.Zero)
                    {
                        // Still want to perform physics on the player.
                        player.ApplyPhysics(gameTime);
                    }
                    else if (ReachedExit)
                    {
                        // Animate the time being converted into points.
                        int seconds = (int)Math.Round(gameTime.ElapsedGameTime.TotalSeconds * 100.0f);
                        seconds        = Math.Min(seconds, (int)Math.Ceiling(TimeRemaining.TotalSeconds));
                        timeRemaining -= TimeSpan.FromSeconds(seconds);
                        score         += seconds * PointsPerSecond;
                    }
                    else
                    {
                        timeRemaining -= gameTime.ElapsedGameTime;
                        player.Update(gameTime, keyboardState, gamePadStates[player.PlayerId], touchState, accelState, orientation, viewport);
                        UpdateGems(gameTime);

                        // Falling off the bottom of the level kills the player.
                        if (player.BoundingRectangle.Top >= Height * Tile.Height)
                        {
                            PlatformerGame.attacker_id = (player.PlayerId == 0) ? 1 : 0;
                            fallingSound.Play();

                            if (!PlatformerGame.bossFight)
                            {
                                player.OnKilled();
                                player.Reset();
                            }
                            else
                            {
                                game.displayEpicFail();
                            }
                        }

                        UpdateEnemies(gameTime);
                        UpdateSpikes(gameTime);
                        UpdateWinnerTile(gameTime);

                        // The player has reached the exit if they are standing on the ground and
                        // his bounding rectangle contains the center of the exit tile. They can only
                        // exit when they have collected all of the gems.
                        if (game.firstKill && player.PlayerId == PlatformerGame.attacker_id)
                        {
                            if (player.IsAlive && player.IsOnGround)
                            {
                                if (player.BoundingRectangle.Contains(exit[PlatformerGame.attacker_id]))
                                {
                                    OnExitReached();
                                }
                                if (player.BoundingRectangle.Contains(bridgeSwitch))
                                {
                                    WithdrawBridge(gameTime);
                                }
                            }
                        }
                    }
                }
            }

            // Clamp the time remaining at zero.
            if (timeRemaining < TimeSpan.Zero)
            {
                //timeRemaining = TimeSpan.Zero;
                timeRemaining = TimeSpan.FromMinutes(2.0);
            }
        }
Exemple #12
0
        /// <summary>
        /// Gets player horizontal movement and jump commands from input.
        /// </summary>
        private void GetInput(AccelerometerState accelState, TouchCollection touchState)
        {
            // Get input state.
            GamePadState  gamePadState  = GamePad.GetState(PlayerIndex.One);
            KeyboardState keyboardState = Keyboard.GetState();

            // Get analog horizontal movement.
            movement = gamePadState.ThumbSticks.Left.X * MoveStickScale;

            // Ignore small movements to prevent running in place.
            if (Math.Abs(movement) < 0.5f)
            {
                movement = 0.0f;
            }

            if (Math.Abs(accelState.Acceleration.X) > 0.10f)
            {
                if (accelState.Acceleration.X > 0.0f)
                {
                    movement = 1.0f;
                }
                else
                {
                    movement = -1.0f;
                }
            }

            //override digital if touch input is found
            // Process touch locations.
            bool touchJump = false;

            foreach (TouchLocation location in touchState)
            {
                switch (location.State)
                {
                case TouchLocationState.Pressed:
                    touchJump = true;
                    break;

                case TouchLocationState.Moved:
                    break;

                case TouchLocationState.Released:
                    break;
                }
            }

            // If any digital horizontal movement input is found, override the analog movement.
            if (gamePadState.IsButtonDown(Buttons.DPadLeft) ||
                keyboardState.IsKeyDown(Keys.Left) ||
                keyboardState.IsKeyDown(Keys.A))
            {
                movement = -1.0f;
            }
            else if (gamePadState.IsButtonDown(Buttons.DPadRight) ||
                     keyboardState.IsKeyDown(Keys.Right) ||
                     keyboardState.IsKeyDown(Keys.D))
            {
                movement = 1.0f;
            }


            // Check if the player wants to jump.
            isJumping =
                gamePadState.IsButtonDown(JumpButton) ||
                keyboardState.IsKeyDown(Keys.Space) ||
                keyboardState.IsKeyDown(Keys.Up) ||
                keyboardState.IsKeyDown(Keys.W) ||
                touchJump;
        }
Exemple #13
0
        private void HandleInput()
        {
            // get all of our input states
            keyboardState      = Keyboard.GetState();
            gamePadState       = GamePad.GetState(PlayerIndex.One);
            touchState         = TouchPanel.GetState();
            accelerometerState = Accelerometer.GetState();

            //Pause game when p is pressed
            if (keyboardState.IsKeyDown(Keys.P) && state == Gamestate.Game)
            {
                state = Gamestate.Pause;
            }

            //Reset Level if paused and r is pressed
            if (keyboardState.IsKeyDown(Keys.R) && state == Gamestate.Pause)
            {
                ReloadCurrentLevel();
                state = Gamestate.Game;
            }

            //Resume Game upon Enter
            if (keyboardState.IsKeyDown(Keys.Space) && state != Gamestate.Game)
            {
                state = Gamestate.Game;
            }

            // Exit the game when back is pressed.
            if (gamePadState.Buttons.Back == ButtonState.Pressed)
            {
                Exit();
            }

            bool continuePressed =
                keyboardState.IsKeyDown(Keys.Space) ||
                gamePadState.IsButtonDown(Buttons.A) ||
                touchState.AnyTouch();

            // Perform the appropriate action to advance the game and
            // to get the player back to playing.
            if (!wasContinuePressed && continuePressed)
            {
                if (!level.Player.IsAlive)
                {
                    level.StartNewLife();
                    ReloadCurrentLevel();
                }
                else if (level.TimeRemaining == TimeSpan.Zero)
                {
                    if (level.ReachedExit)
                    {
                        LoadNextLevel();
                    }
                    else
                    {
                        ReloadCurrentLevel();
                    }
                }
            }

            wasContinuePressed = continuePressed;
        }
Exemple #14
0
        /// <summary>
        /// Gets player horizontal movement and jump commands from input.
        /// </summary>
        private void GetInput(
            KeyboardState keyboardState,
            GamePadState gamePadState,
            TouchCollection touchState,
            AccelerometerState accelState,
            DisplayOrientation orientation)
        {
            // Get analog horizontal movement.
            movement = gamePadState.ThumbSticks.Left.X * MoveStickScale;

            // Ignore small movements to prevent running in place.
            if (Math.Abs(movement) < 0.5f)
            {
                movement = 0.0f;
            }

            // Move the player with accelerometer
            if (Math.Abs(accelState.Acceleration.Y) > 0.10f)
            {
                // set our movement speed
                movement = MathHelper.Clamp(-accelState.Acceleration.Y * AccelerometerScale, -1f, 1f);

                // if we're in the LandscapeLeft orientation, we must reverse our movement
                if (orientation == DisplayOrientation.LandscapeRight)
                {
                    movement = -movement;
                }
            }

            // If any digital horizontal movement input is found, override the analog movement.
            if (keyboardState.IsKeyDown(Keys.Left) ||
                keyboardState.IsKeyDown(Keys.A))

            {
                movement = -1.0f;
            }
            else if (keyboardState.IsKeyDown(Keys.Right) ||
                     keyboardState.IsKeyDown(Keys.D))
            {
                movement = 1.0f;
            }

            // Weapon switching
            if (gamePadState.IsButtonDown(Buttons.DPadLeft))
            {
                weapon.Reset();
                weapon = m_handgun;
            }
            else if (gamePadState.IsButtonDown(Buttons.DPadUp))
            {
                weapon.Reset();
                weapon = m_shotgun;
            }
            else if (gamePadState.IsButtonDown(Buttons.DPadRight))
            {
                weapon.Reset();
                weapon = m_knife;
            }
            if (gamePadState.IsButtonDown(SwitchButton) && !old_gamePadState.IsButtonDown(SwitchButton))
            {
                weapon.Reset();
                if (weapon == m_handgun)
                {
                    weapon = m_shotgun;
                }
                else if (weapon == m_shotgun)
                {
                    weapon = m_knife;
                }
                else
                {
                    weapon = m_handgun;
                }
            }


            // Check if the player wants to jump.
            isJumping =
                gamePadState.IsButtonDown(JumpButton) ||
                keyboardState.IsKeyDown(Keys.Space) ||
                keyboardState.IsKeyDown(Keys.Up) ||
                keyboardState.IsKeyDown(Keys.W) ||
                touchState.AnyTouch();

            if (gamePadState.IsButtonDown(RollButton) && !old_gamePadState.IsButtonDown(RollButton))
            {
                if (canRollAgain && isOnGround)
                {
                    isRolling    = true;
                    canRollAgain = false;
                }
            }

            isThrowGrenade = false;
            if (!isRolling)
            {
                // release the charged bomb
                if (old_gamePadState.IsButtonDown(GrenadeButton) && !gamePadState.IsButtonDown(GrenadeButton))
                {
                    m_bomb.Shoot();
                }
                // charge up the bomb throw if button held
                if (gamePadState.IsButtonDown(GrenadeButton) && isOnGround && m_bomb.CanAttack)
                {
                    isThrowGrenade = true;
                    m_bomb.Charging(this.position);
                }
                // other attacks
                else if ((gamePadState.IsButtonDown(FireButton) && !old_gamePadState.IsButtonDown(FireButton)) ||
                         (keyboardState.IsKeyDown(Keys.Z)) ||
                         (gamePadState.IsButtonDown(FireButton2) && !old_gamePadState.IsButtonDown(FireButton2)))
                {
                    weapon.Shoot();
                }
            }

            old_gamePadState = gamePadState;
        }
Exemple #15
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        /// <summary>
        /// Gets player horizontal movement and jump commands from input.
        /// </summary>
        private void GetInput(
            KeyboardState keyboardState,
            GamePadState gamePadState,
            TouchCollection touchState,
            AccelerometerState accelState,
            DisplayOrientation orientation)
        {
            // Get analog horizontal movement.
            movement = gamePadState.ThumbSticks.Left.X * MoveStickScale;

            // Ignore small movements to prevent running in place.
            if (Math.Abs(movement) < 0.5f)
            {
                movement = 0.0f;
            }

            // Move the player with accelerometer
            if (Math.Abs(accelState.Acceleration.Y) > 0.10f)
            {
                // set our movement speed
                movement = MathHelper.Clamp(-accelState.Acceleration.Y * AccelerometerScale, -1f, 1f);

                // if we're in the LandscapeLeft orientation, we must reverse our movement
                if (orientation == DisplayOrientation.LandscapeRight)
                {
                    movement = -movement;
                }
            }

            // If any digital horizontal movement input is found, override the analog movement.
            if (gamePadState.IsButtonDown(Buttons.DPadLeft) ||
                keyboardState.IsKeyDown(Keys.Left) ||
                keyboardState.IsKeyDown(Keys.A))
            {
                movement = -1.0f;
            }
            else if (gamePadState.IsButtonDown(Buttons.DPadRight) ||
                     keyboardState.IsKeyDown(Keys.Right) ||
                     keyboardState.IsKeyDown(Keys.D))
            {
                movement = 1.0f;
            }

            //Set direction and pubmove to movement
            if (movement != 0)
            {
                this.direction = movement;
            }
            this.pubMove = movement;

            // Check if the player wants to jump.
            isJumping =
                gamePadState.IsButtonDown(JumpButton) ||
                /*keyboardState.IsKeyDown(Keys.Space) ||*/
                keyboardState.IsKeyDown(Keys.Up) ||
                keyboardState.IsKeyDown(Keys.W) ||
                touchState.AnyTouch();

            //Check if the player is attacking
            isAttacking =
                keyboardState.IsKeyDown(Keys.Space);

            //Check to see if player wants to release possession
            dePossess =
                possession != PossessionStatus.None && keyboardState.IsKeyDown(Keys.V);
        }