public override void HandleInput(Input.InputState input)
 {
     if (input.IsNewButtonPress(Buttons.Start) || input.IsNewKeyPress(Keys.Space) || input.IsNewKeyPress(Keys.Enter))
     {
         if (fadeInTimer < 1f && !fadeOut)
         {
             fadeInTimer = 1f;
         }
         else if (!fadeOut)
         {
             fadeOut = true;
             select.Play();
         }
         else
         {
             fadeInTimer = 0.0f;
         }
     }
 }
Esempio n. 2
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        public override void handleInput(Input.InputState inputState)
        {
            if( currentState == State.Attacking )
                return;

            if (currentState == State.Neutral && (inputState.IsNewButtonPress(Buttons.A) || inputState.IsNewKeyPress(Keys.Space)))
            {
                currentState = State.Attacking;
                attackState = AttackState.Diagonal;
                velocity = Vector2.Zero;
                stateTimer = 0;
                return;
            }

            if (currentState == State.Neutral)
            {
                velocity = inputState.currentGamePadState.ThumbSticks.Left;
                velocity.Y *= -1f;
                acceleration = Vector2.Zero;
            }
            else
            {
                acceleration = inputState.currentGamePadState.ThumbSticks.Left * 0.1f;
                acceleration.Y *= -1f;
                return;
            }

            if (velocity.X < 0f && Math.Abs(velocity.X) > Math.Abs(velocity.Y) )
            {
                currentSourceRect = WalkingLeft;
                faceDir = FaceDirection.Left;
            }
            else if (velocity.X > 0f && Math.Abs(velocity.X) > Math.Abs(velocity.Y))
            {
                currentSourceRect = WalkingRight;
                faceDir = FaceDirection.Right;
            }
            else if (velocity.Y < 0f )
            {
                currentSourceRect = WalkingUp;
                faceDir = FaceDirection.Up;
            }
            else if (velocity.Y > 0f)
            {
                currentSourceRect = WalkingDown;
                faceDir = FaceDirection.Down;
            }

            if (Keyboard.GetState().GetPressedKeys().Length > 0)
            {
                velocity = Vector2.Zero;

                if( inputState.currentKeyboardState.IsKeyDown(Keys.W) )
                {
                    currentSourceRect = WalkingUp;
                    faceDir = FaceDirection.Up;
                    velocity.Y = -1;
                }

                if (inputState.currentKeyboardState.IsKeyDown(Keys.A))
                {
                    currentSourceRect = WalkingLeft;
                    faceDir = FaceDirection.Left;
                    velocity.X = -1;
                }

                if (inputState.currentKeyboardState.IsKeyDown(Keys.S))
                {
                    currentSourceRect = WalkingDown;
                    faceDir = FaceDirection.Down;
                    velocity.Y = 1;
                }

                if (inputState.currentKeyboardState.IsKeyDown(Keys.D))
                {
                    currentSourceRect = WalkingRight;
                    faceDir = FaceDirection.Right;
                    velocity.X = 1;
                }

                if (velocity != Vector2.Zero)
                    velocity.Normalize();
            }

            //velocity.Normalize();
            velocity *= maxSpeed;

            animSpeed = velocity.Length() / 18f;
        }