Esempio n. 1
0
        /*public Guid? DeviceID { get { return null; } }
         * public PlayerIndex? XNAPlayerIndex { get { return null; } }*/



        // --- Methods
        // - IR2DInput
        public void Refresh() // _CalculateVector()
        {
            _Keyboard = FRBInput.InputManager.Keyboard;

            // ** vector Length = √( x2 + y2 ) = √(x*x + y*y)
            //    vector x y from length =

            //MathFunctions.AngleToVector()

            //Vector2 facingVector = Vector2.Zero;
            _Facing.X = 0f;
            _Facing.Y = 0f;
            _Length   = 0f;

            if (KeyUp.HasValue && _Keyboard.KeyDown(KeyUp.Value))
            {
                _GotInput = true;

                _Facing += Input2D_Keyboard_8Way.VECTOR_UP;
            }
            if (KeyDown.HasValue && _Keyboard.KeyDown(KeyDown.Value))
            {
                _GotInput = true;

                _Facing += Input2D_Keyboard_8Way.VECTOR_DOWN;
            }
            if (KeyLeft.HasValue && _Keyboard.KeyDown(KeyLeft.Value))
            {
                _GotInput = true;

                _Facing += Input2D_Keyboard_8Way.VECTOR_LEFT;
            }
            if (KeyRight.HasValue && _Keyboard.KeyDown(KeyRight.Value))
            {
                _GotInput = true;

                _Facing += Input2D_Keyboard_8Way.VECTOR_RIGHT;
            }

            if (_GotInput)
            {
                // Does resulting vector have lenght ?
                _Facing.Normalize();

                if (Single.IsNaN(_Facing.X) || Single.IsNaN(_Facing.Y) || Single.IsInfinity(_Facing.X) || Single.IsInfinity(_Facing.Y))
                {
                    // _Facing is not valid = Character is not really moving => replace it with Zero

                    _Facing.X = 0f;
                    _Facing.Y = 0f;
                    _Length   = 0f;

                    _GotInput = false;
                }
                else
                {
                    _Length = _Facing.Length();
                }
            }
        }
Esempio n. 2
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        public PlayerInput(FlatRedBall.Input.Keyboard keyboard)
        {
            MovementInput = keyboard.Get2DInput(Microsoft.Xna.Framework.Input.Keys.A,
                                                Microsoft.Xna.Framework.Input.Keys.D,
                                                Microsoft.Xna.Framework.Input.Keys.W,
                                                Microsoft.Xna.Framework.Input.Keys.S);

            AimingInput = keyboard.Get2DInput(Microsoft.Xna.Framework.Input.Keys.Left,
                                              Microsoft.Xna.Framework.Input.Keys.Right,
                                              Microsoft.Xna.Framework.Input.Keys.Up,
                                              Microsoft.Xna.Framework.Input.Keys.Down);

            ShootingInput = keyboard.GetKey(Microsoft.Xna.Framework.Input.Keys.Space);
            BoostInput    = keyboard.GetKey(Keys.Q);
            Start         = keyboard.GetKey(Keys.Enter);
        }
Esempio n. 3
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        public static void CameraControlFps(Camera camera)
        {
            GuiManager.Cursor.StaticPosition = true;
            Vector3 up = new Vector3(0, 1, 0);

            camera.Velocity = new Vector3();

            Keys forwardKey = Keys.W;
            Keys backKey    = Keys.S;
            Keys leftKey    = Keys.A;
            Keys rightKey   = Keys.D;

            FlatRedBall.Input.Keyboard keyboard = InputManager.Keyboard;

            float movementSpeed = 7;

            if (keyboard.KeyDown(forwardKey))
            {
                camera.Velocity +=
                    new Vector3(camera.RotationMatrix.M31, camera.RotationMatrix.M32, camera.RotationMatrix.M33) *
                    movementSpeed;
            }
            else if (keyboard.KeyDown(backKey))
            {
                camera.Velocity +=
                    new Vector3(camera.RotationMatrix.M31, camera.RotationMatrix.M32, camera.RotationMatrix.M33) *
                    -movementSpeed;
            }

            if (keyboard.KeyDown(leftKey))
            {
                camera.Velocity +=
                    new Vector3(camera.RotationMatrix.M11, camera.RotationMatrix.M12, camera.RotationMatrix.M13) *
                    -movementSpeed;
            }
            if (keyboard.KeyDown(rightKey))
            {
                camera.Velocity +=
                    new Vector3(camera.RotationMatrix.M11, camera.RotationMatrix.M12, camera.RotationMatrix.M13) *
                    movementSpeed;
            }

#if FRB_XNA
            // These vaules may be way too fast/slow because I modified it to use pixels rather
            // than the somewhat arbitrary world coordinates
            camera.RotationMatrix *=
                Matrix.CreateFromAxisAngle(
                    camera.RotationMatrix.Right,
                    -.2f * GuiManager.Cursor.ScreenYChange * TimeManager.SecondDifference);

            camera.RotationMatrix *=
                Matrix.CreateFromAxisAngle(
                    up,
                    -.2f * GuiManager.Cursor.ScreenXChange * TimeManager.SecondDifference);
#elif FRB_MDX
            camera.RotationMatrix *=
                Matrix.RotationAxis(
                    new Vector3(camera.RotationMatrix.M11, camera.RotationMatrix.M12, camera.RotationMatrix.M13),
                    -.2f * GuiManager.Cursor.YVelocity * TimeManager.SecondDifference);

            camera.RotationMatrix *=
                Matrix.RotationAxis(
                    up,
                    -.2f * GuiManager.Cursor.XVelocity * TimeManager.SecondDifference);
#endif
        }
Esempio n. 4
0
        /*public Guid? DeviceID { get { return null; } }
         * public PlayerIndex? XNAPlayerIndex { get { return null; } }*/



        // --- Methods
        // - IR2DInput
        public void Refresh() // _CalculateVector()
        {
            _Keyboard = FRBInput.InputManager.Keyboard;

            // ** vector Length = √( x2 + y2 ) = √(x*x + y*y)
            //    vector x y from length =

            //MathFunctions.AngleToVector()

            //Vector2 facingVector = Vector2.Zero;
            _Facing.X = 0f;
            _Facing.Y = 0f;
            _Length   = 0f;

            if (_Keyboard.KeyDown(Keys.Up) || _Keyboard.KeyDown(Keys.NumPad8))
            {
                _GotInput = true;

                _Facing += Input2DKeyboard8Way.VECTOR_UP;
            }
            if (_Keyboard.KeyDown(Keys.Down) || _Keyboard.KeyDown(Keys.NumPad2))
            {
                _GotInput = true;

                _Facing += Input2DKeyboard8Way.VECTOR_DOWN;
            }
            if (_Keyboard.KeyDown(Keys.Left) || _Keyboard.KeyDown(Keys.NumPad4))
            {
                _GotInput = true;

                _Facing += Input2DKeyboard8Way.VECTOR_LEFT;
            }
            if (_Keyboard.KeyDown(Keys.Right) || _Keyboard.KeyDown(Keys.NumPad6))
            {
                _GotInput = true;

                _Facing += Input2DKeyboard8Way.VECTOR_RIGHT;
            }

            if (_Keyboard.KeyDown(Keys.NumPad1))
            {
                _GotInput = true;

                _Facing += Input2DKeyboard8Way.VECTOR_LEFT_DOWN;
            }
            if (_Keyboard.KeyDown(Keys.NumPad3))
            {
                _GotInput = true;

                _Facing += Input2DKeyboard8Way.VECTOR_RIGHT_DOWN;
            }
            if (_Keyboard.KeyDown(Keys.NumPad9))
            {
                _GotInput = true;

                _Facing += Input2DKeyboard8Way.VECTOR_RIGHT_UP;
            }
            if (_Keyboard.KeyDown(Keys.NumPad7))
            {
                _GotInput = true;

                _Facing += Input2DKeyboard8Way.VECTOR_LEFT_UP;
            }

            if (_GotInput)
            {
                // Does resulting vector have lenght ?
                _Facing.Normalize();

                if (Single.IsNaN(_Facing.X) || Single.IsNaN(_Facing.Y) || Single.IsInfinity(_Facing.X) || Single.IsInfinity(_Facing.Y))
                {
                    // No (is not valid) = Character is not really moving => replace it with Zero

                    // keep facing vector as it was
                    //_FacingVectorN = Vector2.Zero;

                    _Facing.X = 0f;
                    _Facing.Y = 0f;
                    _Length   = 0f;

                    _GotInput = false;
                    // facingChanged remains false
                }
                else
                {
                    _Length = _Facing.Length();
                }
            }
        }