Esempio n. 1
0
        void TriggerAction(PlayerAction action)
        {
            Log.Debug("TriggerAction({0})", action);
            switch (action)
            {
            case PlayerAction.StartJump:
                if (State == PlayerState.OnGround)
                {
                    SetState(PlayerState.InAir);
                    JumpForceActive = true;
                    JumpForceTime   = 0.0f;
                }
                break;

            case PlayerAction.EndJump:
                JumpForceActive = false;
                break;

            case PlayerAction.Land:
                if (State == PlayerState.InAir)
                {
                    SetState(PlayerState.OnGround);
                }
                break;

            case PlayerAction.Shoot:
                if (State != PlayerState.Dead)
                {
                    Weapon.Shoot();
                }
                break;

            case PlayerAction.Die:
                SetState(PlayerState.Dead);
                GameOver();
                break;

            default:
                throw new Exception(string.Format("PlayerAction not handled: {0}", action));
            }
        }
Esempio n. 2
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;
        }