Esempio n. 1
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        //Properties
        //Interfaces
        //Methods
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            GL.ClearColor(Color.Black);
            GL.Enable(EnableCap.DepthTest);

            inputState = new InputState(new List<Key>(), new ControlsConfig("CONTROLS"));
            stateManager.InputState = inputState;   //syncs input with state manager

            //initializes with menu screen
            stateManager.AddState(menu);
        }
Esempio n. 2
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 public virtual void ProcessInput(InputState inputState)
 {
     this.inputState = inputState;
 }
Esempio n. 3
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 public override void ProcessInput(InputState inputState)
 {
     base.ProcessInput(inputState);
     HandlePlayerInput();
     inputBuffer = 30;
 }
Esempio n. 4
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        //Methods
        public virtual void Move(InputState inputState)
        {
            List<Key> keysPressed = inputState.KeysPressed;
            ControlsConfig controls = inputState.Controls;

            //checks for the most recent movement key in an axis and updates player position
            if (keysPressed.IndexOf(controls.Up) > keysPressed.IndexOf(controls.Down))
            {
                CenterLocation = Vector2.Add(CenterLocation, new Vector2(0, Speed));
            }
            else if (keysPressed.IndexOf(controls.Down) > keysPressed.IndexOf(controls.Up))
            {
                CenterLocation = Vector2.Add(CenterLocation, new Vector2(0, -Speed));
            }

            if (keysPressed.IndexOf(controls.Left) > keysPressed.IndexOf(controls.Right))
            {
                CenterLocation = Vector2.Add(CenterLocation, new Vector2(-Speed, 0));
            }
            else if (keysPressed.IndexOf(controls.Right) > keysPressed.IndexOf(controls.Left))
            {
                CenterLocation = Vector2.Add(CenterLocation, new Vector2(Speed, 0));
            }
        }