public static FighterState getFighter(int index)
 {
     if (P1 == null)
     {
         P1 = new FighterState(0);
     }
     if (P2 == null)
     {
         P2 = new FighterState(1);
     }
     return(index == 0 ? P1 : P2);
 }
Esempio n. 2
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        public void pressButton(FighterState.Input key, KeyMode mode)
        {

            if (mode == KeyMode.RELEASE)
            {
                if (held.Contains(key))
                    held.Remove(key);
                if (pressed.Contains(key))
                    pressed.Remove(key);
            }
            else if (mode == KeyMode.HOLD)
            {
                if (!held.Contains(key))
                    held.Add(key);
                if (!pressed.Contains(key))
                    pressed.Add(key);
            }
            else
            {
                if (!pressed.Contains(key))
                    pressed.Add(key);
            }
        }
Esempio n. 3
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 public static FighterState getFighter(int index)
 {
     if (P1 == null)
         P1 = new FighterState(0);
     if (P2 == null)
         P2 = new FighterState(1);
     return index == 0 ? P1 : P2;
 }
Esempio n. 4
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 private static void UpdateOverlay(TextLabel label, FighterState f)
 {
     f.UpdatePlayerState();
     label.Text = String.Format("X={0,-7} Y={1,-7} XVel={12,-7} YVel={13,-7}\n{2,-15} F:{3,-3}\nACT:{4,-3} ENDACT:{5,-3} IASA:{6,-3} TOT:{7,-3}\n{8,-10} {9,-10} {10,-10} {11:X}\n{14}",
         f.X, f.Y, f.ScriptName, f.ScriptFrame, f.ScriptFrameHitboxStart, f.ScriptFrameHitboxEnd, f.ScriptFrameIASA, f.ScriptFrameTotal, f.State, f.AState, f.StateTimer, f.RawState, f.XVelocity, f.YVelocity, String.Join(", ", f.ActiveCancelLists));
 }
Esempio n. 5
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 /// <summary>
 /// This sets up the bot to know which side it is playing on.
 /// </summary>
 public void Init(int index)
 {
     myState      = FighterState.getFighter(index);
     enemyState   = FighterState.getFighter(index == 0 ? 1 : 0);
     inputAdapter = new MemoryInputAdapter(index);
 }
Esempio n. 6
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 /// <summary>
 /// These keycodes exist so that we can map them to keyboard or vJoy or whatever.
 /// </summary>
 /// <summary>
 /// TODO: Load this mapping from an XML file, change this function to a dictionary. Support P2 mapping.
 /// </summary>
 private static WindowsInput.VirtualKeyCode map(FighterState.Input key)
 {
     WindowsInput.VirtualKeyCode rawKey;
     switch (key)
     {
         case FighterState.Input.DOWN:
         default:
             rawKey = WindowsInput.VirtualKeyCode.DOWN;
             break;
         case FighterState.Input.LEFT:
             rawKey = WindowsInput.VirtualKeyCode.LEFT;
             break;
         case FighterState.Input.RIGHT:
             rawKey = WindowsInput.VirtualKeyCode.RIGHT;
             break;
         case FighterState.Input.UP:
             rawKey = WindowsInput.VirtualKeyCode.UP;
             break;
         case FighterState.Input.LP:
             rawKey = WindowsInput.VirtualKeyCode.VK_9;
             break;
         case FighterState.Input.MP:
             rawKey = WindowsInput.VirtualKeyCode.VK_0;
             break;
         case FighterState.Input.HP:
             rawKey = WindowsInput.VirtualKeyCode.OEM_MINUS;
             break;
         case FighterState.Input.LK:
             rawKey = WindowsInput.VirtualKeyCode.VK_O;
             break;
         case FighterState.Input.MK:
             rawKey = WindowsInput.VirtualKeyCode.VK_P;
             break;
         case FighterState.Input.HK:
             rawKey = WindowsInput.VirtualKeyCode.OEM_4;
             break;
     }
     return rawKey;
 }