コード例 #1
0
        /// <summary>
        /// Lets the game respond to player input. Unlike the Update method,
        /// this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

            // Look up inputs for the active player profile.
            //int playerIndex = (int)ControllingPlayer.Value;

            MouseState mouse = Mouse.GetState();
            //    GameObject.SetPlayerPos(1, mouse.X, mouse.Y);
            // The game pauses either if the user presses the pause button, or if
            // they unplug the active gamepad. This requires us to keep track of
            // whether a gamepad was ever plugged in, because we don't want to pause
            // on PC if they are playing with a keyboard and have no gamepad at all!
            foreach (byte i in GameObject.playerList)
            {
                KeyboardState keyboardState = input.CurrentKeyboardStates[i];
                KeyboardState prevKeyboardState = input.LastKeyboardStates[i];
                GamePadState gamePadState = input.CurrentGamePadStates[i];
                GamePadState prevGamePadState = input.LastGamePadStates[i];

                bool gamePadDisconnected = !gamePadState.IsConnected &&
                                           input.GamePadWasConnected[i];

                if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected)
                {
                    ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
                    break;
                }
                else
                {
                    // Otherwise move the player position.
                    Vector2 movement = Vector2.Zero;

                    if (keyboardState.IsKeyDown(controlsLeft[i]))
                        movement.X--;

                    if (keyboardState.IsKeyDown(controlsRight[i]))
                        movement.X++;

                    if (keyboardState.IsKeyDown(controlsUp[i]))
                        movement.Y--;

                    if (keyboardState.IsKeyDown(controlsDown[i]))
                        movement.Y++;

                    Vector2 thumbstick = gamePadState.ThumbSticks.Left;

                    movement.X += thumbstick.X;
                    movement.Y -= thumbstick.Y;

                    if (movement.Length() > 1)
                        movement.Normalize();

                    GameObject.MovePlayer(i, movement * GameObject.playerSpeed);

                    if ((keyboardState.IsKeyDown(controlsActivate[i]) && !prevKeyboardState.IsKeyDown(controlsActivate[i]))
                        || (gamePadState.IsButtonDown(Buttons.A) && !prevGamePadState.IsButtonDown(Buttons.A)))
                        GameObject.PlayerGrabDrop(i);

                }
            }
        }