internal AxisControl(IInputManager inputManager, GameActions negative, GameActions positive) { _inputManager = inputManager; _negativeAction = negative; _positiveAction = positive; _inputManager.AddKeyListener((int)_negativeAction, ProcessNegative); _inputManager.AddKeyListener((int)_positiveAction, ProcessPositive); }
public PlayerMind(IEntity ent) { IdleState = "Idle_Right"; body = ent; input.AddKeyListener(OnNewKeyInput); //Add states to player for things liek climbing in order to counter the limitations of gravity StateMachine = new StateMachine <IEntity>(body); SpriteSheet = new SpriteSheetAnimation(body.Texture); Animations = new AnimationMachine <IEntity>(body); StateMachine.AddState(new EmptyState <IEntity>(), "BaseState"); StateMachine.AddState(new DamagedPlayerState <IEntity>(((Player)body), StateMachine, Animations), "Damaged"); Animations.AddState(new AnimationState(body, SpriteSheet, 0, 0, 0, 1), "Idle_Left"); Animations.AddState(new AnimationState(body, SpriteSheet, 0, 1, 0, 1), "Idle_Right"); Animations.AddState(new AnimationState(body, SpriteSheet, 12, 0), "Walking_Left"); Animations.AddState(new AnimationState(body, SpriteSheet, 12, 1), "Walking_Right"); Animations.AddState(new AnimationState(body, SpriteSheet, 12, 2), "Climbing"); }
public WeaponControl(IInputManager inputManager) { _inputManager = inputManager; inputManager.AddKeyListener((int)GameActions.Shot, ShotKeyStateChange); }
public void Init(IAppStateManager appStateManager, IInputManager inputManager) { _appStateManager = appStateManager; _inputManager = inputManager; _inputManager.AddKeyListener((int)GameActions.Escape, Back); }