public void Update(GameTime gameTime)
        {
            Keys[] pressedKeys = Keyboard.GetState().GetPressedKeys();

            KeyboardState currentState = Keyboard.GetState();

            if (Game1.notPaused)
            {
                continueMoving.Execute(game);
            }
            foreach (Keys key in pressedKeys)
            {
                if (Game1.notPaused)
                {
                    if (controllerMappings.ContainsKey(key))
                    {
                        controllerMappings[key].Execute(game);
                    }
                }
            }



            if (previousState.IsKeyDown(Keys.Enter) && currentState.IsKeyUp(Keys.Enter))
            {
                new PauseCommand(0).Execute(game);
            }
            if (currentState.IsKeyDown(Keys.X) && previousState.IsKeyUp(Keys.X))
            {
                new MarioRunningCommand(0).Register(game);
            }


            previousState = currentState;
        }
Esempio n. 2
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        public void Update(GameTime gameTime)
        {
            GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);

            foreach (Buttons button in Enum.GetValues(typeof(Buttons)))
            {
                if (gamePadState.IsConnected && controllerMappings.ContainsKey(button) && gamePadState.IsButtonDown(button))
                {
                    controllerMappings[button].Execute(game);
                }
            }

            if (gamePadState.IsConnected)
            {
                float xDirection = gamePadState.ThumbSticks.Left.X;
                float yDirection = gamePadState.ThumbSticks.Left.Y;

                bool isIdle = true;

                if (xDirection > variance)
                {
                    MarioRightCommand marioRightCmd = new MarioRightCommand(playerNumber);
                    marioRightCmd.Execute(this.game);
                    isIdle = false;
                }
                else if (xDirection < (-1 * variance))
                {
                    MarioLeftCommand marioLeftCmd = new MarioLeftCommand(playerNumber);
                    marioLeftCmd.Execute(this.game);
                    isIdle = false;
                }

                if (yDirection > variance)
                {
                }
                else if (yDirection < (-1 * variance))
                {
                    MarioDownCommand marioDownCmd = new MarioDownCommand(playerNumber);
                    marioDownCmd.Execute(this.game);
                    isIdle = false;
                }

                if (isIdle)
                {
                    MarioIdleCommand marioIdleCmd = new MarioIdleCommand(playerNumber);
                    marioIdleCmd.Execute(this.game);
                }
            }
        }