/* -----------------------------------------------------------------------------------
     * GUI CONTROLLER DISPLAY
     */

    public void OnGUI()
    {
        if (debug)
        {
            GUI.Label(new Rect(50, 40, 100, 20), "LX " + OuyaInput.GetAxis(OuyaAxis.LX, observedPlayer));
            GUI.Label(new Rect(50, 60, 100, 20), "LY " + OuyaInput.GetAxis(OuyaAxis.LY, observedPlayer));

            GUI.Label(new Rect(250, 40, 100, 20), "RX " + OuyaInput.GetAxis(OuyaAxis.RX, observedPlayer));
            GUI.Label(new Rect(250, 60, 100, 20), "RY " + OuyaInput.GetAxis(OuyaAxis.RY, observedPlayer));

            GUI.Label(new Rect(50, 100, 200, 20), "LT " + OuyaInput.GetAxis(OuyaAxis.LT, observedPlayer));
            GUI.Label(new Rect(50, 120, 200, 20), "RT " + OuyaInput.GetAxis(OuyaAxis.RT, observedPlayer));

            GUI.Label(new Rect(250, 100, 200, 20), "LT-B " + OuyaInput.GetButton(OuyaButton.LT, observedPlayer));
            GUI.Label(new Rect(250, 120, 200, 20), "RT-B " + OuyaInput.GetButton(OuyaButton.RT, observedPlayer));

            GUI.Label(new Rect(50, 160, 100, 20), "DX " + OuyaInput.GetAxis(OuyaAxis.DX, observedPlayer));
            GUI.Label(new Rect(50, 180, 100, 20), "DY " + OuyaInput.GetAxis(OuyaAxis.DY, observedPlayer));

            GUI.Label(new Rect(50, 200, 100, 20), "L3 " + OuyaInput.GetButton(OuyaButton.L3, observedPlayer));
            GUI.Label(new Rect(50, 220, 100, 20), "R3 " + OuyaInput.GetButton(OuyaButton.R3, observedPlayer));

            GUI.Label(new Rect(250, 160, 100, 20), "DU-B " + OuyaInput.GetButton(OuyaButton.DU, observedPlayer));
            GUI.Label(new Rect(250, 180, 100, 20), "DD-B " + OuyaInput.GetButton(OuyaButton.DD, observedPlayer));
            GUI.Label(new Rect(250, 200, 100, 20), "DL-B " + OuyaInput.GetButton(OuyaButton.DL, observedPlayer));
            GUI.Label(new Rect(250, 220, 100, 20), "DR-B " + OuyaInput.GetButton(OuyaButton.DR, observedPlayer));

            GUI.Label(new Rect(250, 260, 200, 20), "LB " + OuyaInput.GetButton(OuyaButton.LB, observedPlayer));
            GUI.Label(new Rect(250, 280, 200, 20), "RB " + OuyaInput.GetButton(OuyaButton.RB, observedPlayer));

            GUI.Label(new Rect(50, 260, 100, 20), "O " + OuyaInput.GetButton(OuyaButton.O, observedPlayer));
            GUI.Label(new Rect(50, 280, 100, 20), "U " + OuyaInput.GetButton(OuyaButton.U, observedPlayer));
            GUI.Label(new Rect(50, 300, 100, 20), "Y " + OuyaInput.GetButton(OuyaButton.Y, observedPlayer));
            GUI.Label(new Rect(50, 320, 100, 20), "A " + OuyaInput.GetButton(OuyaButton.A, observedPlayer));

            GUI.Label(new Rect(50, 360, 100, 20), "SEL " + OuyaInput.GetButton(OuyaButton.SELECT, observedPlayer));
            GUI.Label(new Rect(50, 380, 100, 20), "SYS " + OuyaInput.GetButton(OuyaButton.SYSTEM, observedPlayer));
            GUI.Label(new Rect(50, 400, 100, 20), "START " + OuyaInput.GetButton(OuyaButton.START, observedPlayer));

            GUI.Label(new Rect(50, 440, 600, 20), "JOY_L " + OuyaInput.GetJoystick(OuyaJoystick.LeftStick, observedPlayer));
            GUI.Label(new Rect(50, 460, 600, 20), "JOY_R " + OuyaInput.GetJoystick(OuyaJoystick.RightStick, observedPlayer));
            GUI.Label(new Rect(50, 480, 600, 20), "JOY_D " + OuyaInput.GetJoystick(OuyaJoystick.DPad, observedPlayer));

            GUI.Label(new Rect(50, 520, 600, 20), "NAME " + OuyaInput.GetControllerName(observedPlayer));
            GUI.Label(new Rect(50, 540, 600, 20), "TYPE " + OuyaInput.GetControllerType(observedPlayer));
        }
    }
Esempio n. 2
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        /// <summary>
        /// Draw the player
        /// </summary>
        /// <param name="spriteBatch"></param>
        /// <param name="font"></param>
        /// <param name="gameTime"></param>
        public void Draw(SpriteBatch spriteBatch, SpriteFont font, GameTime gameTime)
        {
            spriteBatch.Draw(_mTexture, _mPosition - new Vector2(_mRectangle.Width * 0.5f, _mRectangle.Height * 0.5f), Color.White);
            spriteBatch.DrawString(font, string.Format("{0}", _mIndex + 1),
                                   _mPosition + new Vector2(-5, -10),
                                   Color.Black);

            float lsX = OuyaInput.GetAxis(_mIndex, OuyaController.AXIS_LS_X);

            if (Math.Abs(lsX) > DEAD_ZONE)
            {
                _mPosition.X += lsX * (float)gameTime.ElapsedGameTime.TotalMilliseconds;
            }
            float lsY = OuyaInput.GetAxis(_mIndex, OuyaController.AXIS_LS_Y);

            if (Math.Abs(lsY) > DEAD_ZONE)
            {
                _mPosition.Y += lsY * (float)gameTime.ElapsedGameTime.TotalMilliseconds;
            }

            PositionPlayerInBounds();

            float rsX = OuyaInput.GetAxis(_mIndex, OuyaController.AXIS_RS_X);
            float rsY = OuyaInput.GetAxis(_mIndex, OuyaController.AXIS_RS_Y);

            if (Math.Abs(rsX) > DEAD_ZONE ||
                Math.Abs(rsY) > DEAD_ZONE)
            {
                Vector2 direction = new Vector2(rsX, rsY);
                Vector2 variance  = new Vector2((Game1._sRandom.Next() % 10 * PROJECTILE_VARIANCE), (Game1._sRandom.Next() % 10 * PROJECTILE_VARIANCE));
                direction += variance;
                if (direction != Vector2.Zero)
                {
                    direction.Normalize();
                    Game1._sProjectiles.Add(new Projectile(_mProjectilePrefab, _mPosition, direction));
                }
            }
        }
Esempio n. 3
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    void Update()
    {
        float rotationInput = 0f;

        //input += Input.GetAxis("Horizontal") * 120f;
        rotationInput += OuyaInput.GetAxis(OuyaAxis.LX, OuyaPlayer.P01);

        if (Input.GetKey(KeyCode.A))             // Keyboard input for testing.
        {
            rotationInput += 1.0f;
        }
        if (Input.GetKey(KeyCode.D))
        {
            rotationInput -= 1.0f;
        }

        rotationInput *= ROTATE_SPEED;

        if (Mathf.Abs(rotationInput) > Mathf.Epsilon)
        {
            EventDispatcher.SendEvent(EventKey.INPUT_ROTATE, rotationInput * Time.deltaTime);
        }
    }
Esempio n. 4
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        /// <summary>
        /// Draw the sprite
        /// </summary>
        /// <param name="spriteBatch"></param>
        public void Draw(SpriteBatch spriteBatch)
        {
            Draw(spriteBatch, Controller);

            #region MENU

            if (OuyaInput.GetButtonDown(Index, OuyaController.BUTTON_MENU))
            {
                m_timerMenuDetected = DateTime.Now + TimeSpan.FromSeconds(1);
                Draw(spriteBatch, ButtonMenu);
            }
            else if (m_timerMenuDetected > DateTime.Now)
            {
                Draw(spriteBatch, ButtonMenu);
            }

            #endregion

            #region DPADS

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_DPAD_DOWN))
            {
                Draw(spriteBatch, DpadDown);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_DPAD_LEFT))
            {
                Draw(spriteBatch, DpadLeft);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_DPAD_RIGHT))
            {
                Draw(spriteBatch, DpadRight);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_DPAD_UP))
            {
                Draw(spriteBatch, DpadUp);
            }

            #endregion

            #region Buttons

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_A))
            {
                Draw(spriteBatch, ButtonA);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_O))
            {
                Draw(spriteBatch, ButtonO);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_U))
            {
                Draw(spriteBatch, ButtonU);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_Y))
            {
                Draw(spriteBatch, ButtonY);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_L1))
            {
                Draw(spriteBatch, LeftBumper);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_R1))
            {
                Draw(spriteBatch, RightBumper);
            }

            #endregion

            #region Triggers

            if (OuyaInput.GetAxis(Index, OuyaController.AXIS_L2) > DeadZone)
            {
                Draw(spriteBatch, LeftTrigger);
            }

            if (OuyaInput.GetAxis(Index, OuyaController.AXIS_R2) > DeadZone)
            {
                Draw(spriteBatch, RightTrigger);
            }

            #endregion

            #region Sticks

            //rotate input by N degrees to match image
            float degrees = 135;
            float radians = degrees / 180f * 3.14f;
            float cos     = (float)Math.Cos(radians);
            float sin     = (float)Math.Sin(radians);

            Vector2 input = new Vector2(OuyaInput.GetAxis(Index, OuyaController.AXIS_LS_X), OuyaInput.GetAxis(Index, OuyaController.AXIS_LS_Y));

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_L3) ||
                Math.Abs(input.X) > DeadZone ||
                Math.Abs(input.Y) > DeadZone)
            {
                Draw(spriteBatch, LeftStickActive, Position + AXIS_SCALER * new Vector2(input.X * cos - input.Y * sin, input.X * sin + input.Y * cos));
            }
            else
            {
                Draw(spriteBatch, LeftStickInactive, Position + AXIS_SCALER * new Vector2(input.X * cos - input.Y * sin, input.X * sin + input.Y * cos));
            }

            //rotate by same degrees
            input = new Vector2(OuyaInput.GetAxis(Index, OuyaController.AXIS_RS_X), OuyaInput.GetAxis(Index, OuyaController.AXIS_RS_Y));

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_R3) ||
                Math.Abs(input.X) > DeadZone ||
                Math.Abs(input.Y) > DeadZone)
            {
                Draw(spriteBatch, RightStickActive, Position + AXIS_SCALER * new Vector2(input.X * cos - input.Y * sin, input.X * sin + input.Y * cos));
            }
            else
            {
                Draw(spriteBatch, RightStickInactive, Position + AXIS_SCALER * new Vector2(input.X * cos - input.Y * sin, input.X * sin + input.Y * cos));
            }

            #endregion
        }
Esempio n. 5
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    /* -----------------------------------------------------------------------------------
     * UPDATE CYCLE
     */

    public void Update()
    {
        /* UPDATE CONTROLERS */
        // IMPORTANT! update the controllers here for best results
        OuyaInput.UpdateControllers();

        /* GET VALUES FOR CONTROLLER AXES */

        // left joystick
        float x_Axis_LeftStick = OuyaInput.GetAxis(OuyaAxis.LX, player);
        float y_Axis_LeftStick = OuyaInput.GetAxis(OuyaAxis.LY, player);

        // right joystick
        float x_Axis_RightStick = OuyaInput.GetAxis(OuyaAxis.RX, player);
        float y_Axis_RightStick = OuyaInput.GetAxis(OuyaAxis.RY, player);

        // d-pad
        float x_Axis_DPad = OuyaInput.GetAxis(OuyaAxis.DX, player);
        float y_Axis_DPad = OuyaInput.GetAxis(OuyaAxis.DY, player);

        // triggers
        float axis_LeftTrigger  = OuyaInput.GetAxis(OuyaAxis.LT, player);
        float axis_RightTrigger = OuyaInput.GetAxis(OuyaAxis.RT, player);

        // examples for deadzone clipping (we can choose between three types)
        Vector2 leftStickInput  = OuyaInput.CheckDeadzoneCircular(x_Axis_LeftStick, y_Axis_LeftStick, deadzone);
        Vector2 rightStickInput = OuyaInput.CheckDeadzoneRescaled(x_Axis_RightStick, y_Axis_RightStick, deadzone);
        Vector2 dPadInput       = OuyaInput.CheckDeadzoneRescaled(x_Axis_DPad, y_Axis_DPad, deadzone);

        /* GET ADVANCED JOYSTICK AND TRIGGER INPUT WITH DEADZONE MAPPING */

        // examples for easy (or precision) joystick input
        Vector2 leftJoystick  = OuyaInput.GetJoystick(OuyaJoystick.LeftStick, player);
        Vector2 rightJoystick = OuyaInput.GetJoystick(OuyaJoystick.RightStick, player);
        Vector2 dPad          = OuyaInput.GetJoystick(OuyaJoystick.DPad, player);

        // examples for easy (or precision) trigger input
        float leftTrigger  = OuyaInput.GetTrigger(OuyaTrigger.Left, player);
        float rightTrigger = OuyaInput.GetTrigger(OuyaTrigger.Right, player);

        /* GET PRESSED STATES FOR CONTROLLER BUTTONS */

        // O U Y A buttons
        bool pressed_O = OuyaInput.GetButton(OuyaButton.O, player);
        bool pressed_U = OuyaInput.GetButton(OuyaButton.U, player);
        bool pressed_Y = OuyaInput.GetButton(OuyaButton.Y, player);
        bool pressed_A = OuyaInput.GetButton(OuyaButton.A, player);

        // joystick click down buttons
        bool pressed_LeftStick  = OuyaInput.GetButton(OuyaButton.L3, player);
        bool pressed_RightStick = OuyaInput.GetButton(OuyaButton.R3, player);

        // trigger buttons
        bool pressed_LeftTrigger  = OuyaInput.GetButton(OuyaButton.LT, player);
        bool pressed_RightTrigger = OuyaInput.GetButton(OuyaButton.RT, player);

        //shoulder buttons
        bool pressed_LeftShoulder  = OuyaInput.GetButton(OuyaButton.LB, player);
        bool pressed_RightShoulder = OuyaInput.GetButton(OuyaButton.RB, player);

        // center buttons
        bool pressed_Start  = OuyaInput.GetButton(OuyaButton.START, player);
        bool pressed_Select = OuyaInput.GetButton(OuyaButton.SELECT, player);
        bool pressed_System = OuyaInput.GetButton(OuyaButton.SYSTEM, player);

        /* GET DOWN EVENTS FOR CONTROLLER BUTTONS */

        // we need to have OuyaInput.SetContinuousScanning(true) in Start()
        // some controllers might work without this but we want to make sure
        if (continuousScan)
        {
            // O U Y A buttons
            bool down_O = OuyaInput.GetButtonDown(OuyaButton.O, player);
            bool down_U = OuyaInput.GetButtonDown(OuyaButton.U, player);
            bool down_Y = OuyaInput.GetButtonDown(OuyaButton.Y, player);
            bool down_A = OuyaInput.GetButtonDown(OuyaButton.A, player);

            // joystick click down buttons
            bool down_LeftStick  = OuyaInput.GetButtonDown(OuyaButton.L3, player);
            bool down_RightStick = OuyaInput.GetButtonDown(OuyaButton.R3, player);

            // trigger buttons
            bool down_LeftTrigger  = OuyaInput.GetButtonDown(OuyaButton.LT, player);
            bool down_RightTrigger = OuyaInput.GetButtonDown(OuyaButton.RT, player);

            //shoulder buttons
            bool down_LeftShoulder  = OuyaInput.GetButtonDown(OuyaButton.LB, player);
            bool down_RightShoulder = OuyaInput.GetButtonDown(OuyaButton.RB, player);

            // center buttons
            bool down_Start  = OuyaInput.GetButtonDown(OuyaButton.START, player);
            bool down_Select = OuyaInput.GetButtonDown(OuyaButton.SELECT, player);
            bool down_System = OuyaInput.GetButtonDown(OuyaButton.SYSTEM, player);
        }

        /* GET UP (RELEASE) EVENTS FOR CONTROLLER BUTTONS */

        // we need to have OuyaInput.SetContinuousScanning(true) in Start()
        // some controllers might work without this but we want to make sure
        if (continuousScan)
        {
            // O U Y A buttons
            bool up_O = OuyaInput.GetButtonUp(OuyaButton.O, player);
            bool up_U = OuyaInput.GetButtonUp(OuyaButton.U, player);
            bool up_Y = OuyaInput.GetButtonUp(OuyaButton.Y, player);
            bool up_A = OuyaInput.GetButtonUp(OuyaButton.A, player);

            // joystick click down buttons
            bool up_LeftStick  = OuyaInput.GetButtonUp(OuyaButton.L3, player);
            bool up_RightStick = OuyaInput.GetButtonUp(OuyaButton.R3, player);

            // trigger buttons
            bool up_LeftTrigger  = OuyaInput.GetButtonUp(OuyaButton.LT, player);
            bool up_RightTrigger = OuyaInput.GetButtonUp(OuyaButton.RT, player);

            //shoulder buttons
            bool up_LeftShoulder  = OuyaInput.GetButtonUp(OuyaButton.LB, player);
            bool up_RightShoulder = OuyaInput.GetButtonUp(OuyaButton.RB, player);

            // center buttons
            bool up_Start  = OuyaInput.GetButtonUp(OuyaButton.START, player);
            bool up_Select = OuyaInput.GetButtonUp(OuyaButton.SELECT, player);
            bool up_System = OuyaInput.GetButtonUp(OuyaButton.SYSTEM, player);
        }
    }