/// <summary> /// Allows the game to run logic such as player input and character selection, /// also changes visual representation of selected/unselected characters /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public void Update(GameTime gameTime) { if (isConnected) { if (!isNewGame) { // Allows the game to exit if ((GamePad.GetState(currentPlayer.playerIndex).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) && currentPlayer.timer <= 0) { if (currentPlayerIndex == 0) { game.Exit(); } else { currentPlayerIndex--; currentPlayer = players.ElementAt(currentPlayerIndex); currentPlayer.timer = controllerDelay; currentPlayer.selected = false; } } if ((GamePad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Enter)) && !playerOne.connected) { playerOne.connected = true; players.Add(playerOne); } if (GamePad.GetState(PlayerIndex.Two).Buttons.Start == ButtonState.Pressed && !playerTwo.connected) { playerTwo.connected = true; players.Add(playerTwo); } if (GamePad.GetState(PlayerIndex.Three).Buttons.Start == ButtonState.Pressed && !playerThree.connected) { playerThree.connected = true; players.Add(playerThree); } if (GamePad.GetState(PlayerIndex.Four).Buttons.Start == ButtonState.Pressed && !playerFour.connected) { playerFour.connected = true; players.Add(playerFour); } #if XBOX // If windows we don't want to disconnect the keyboard, which is player one if (!GamePad.GetState(PlayerIndex.One).IsConnected) { players.Remove(playerOne); playerOne.connected = false; } #endif if (!GamePad.GetState(PlayerIndex.Two).IsConnected) { players.Remove(playerTwo); playerTwo.connected = false; } if (!GamePad.GetState(PlayerIndex.Three).IsConnected) { players.Remove(playerThree); playerThree.connected = false; } if (!GamePad.GetState(PlayerIndex.Four).IsConnected) { players.Remove(playerFour); playerFour.connected = false; } if (currentPlayer.connected) { currentPlayer.timer -= (float)gameTime.ElapsedGameTime.Milliseconds; if (!currentPlayer.selected && currentPlayer.timer <= 0) { currentPlayer.timer = controllerDelay; if (GamePad.GetState(currentPlayer.playerIndex).DPad.Down == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Down)) { selectedGameSave++; if (selectedGameSave < gameSaves.Count) { foreach (CharSelectPreview preview in gameSaves) { preview.MoveByOffset(-movementOffset); preview.Color = unselected; } } else { selectedGameSave = 0; foreach (CharSelectPreview preview in gameSaves) { preview.MoveByOffset((movementOffset * (gameSaves.Count - 1))); preview.Color = unselected; } } cursorMoved = true; gameSaves.ElementAt(selectedGameSave).Color = selected; } if (GamePad.GetState(currentPlayer.playerIndex).DPad.Up == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Up)) { selectedGameSave--; if (selectedGameSave >= 0) { foreach (CharSelectPreview preview in gameSaves) { preview.MoveByOffset((movementOffset)); preview.Color = unselected; } } else { selectedGameSave = gameSaves.Count - 1; foreach (CharSelectPreview preview in gameSaves) { preview.MoveByOffset(-(movementOffset * (gameSaves.Count - 1))); preview.Color = unselected; } } cursorMoved = true; gameSaves.ElementAt(selectedGameSave).Color = selected; } if (GamePad.GetState(currentPlayer.playerIndex).Buttons.A == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.A)) { currentPlayer.timer = controllerDelay; if (selectedGameSave == 0) { isNewGame = true; CharacterSelectionScreen.selectionDone = false; currentPlayer.gameSave = gameSaves.ElementAt(selectedGameSave); //currentPlayer.gameSave.fileNumber = gameSaves.Count; currentPlayer.gameSave.newGame = true; CharacterSelectionScreen.LoadContent(currentPlayer); } else { currentPlayer.gameSave = gameSaves.ElementAt(selectedGameSave); currentPlayer.selected = true; currentPlayer.cursor.Color = unselected; currentPlayerIndex++; // If we are on the last player in the wait list, go to the networking screen if (currentPlayerIndex == players.Count) { GoToNetworking(); } else { gameSaves.Remove(currentPlayer.gameSave); currentPlayer = players.ElementAt(currentPlayerIndex); currentPlayer.selected = false; currentPlayer.cursor.Color = selected; ReloadGameSaves(); currentPlayer.timer = controllerDelay; } } } if (GamePad.GetState(currentPlayer.playerIndex).Buttons.B == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.B)) { //currentPlayer.selected = false; //currentPlayer.cursor.Color = Color.White; } //if (GamePad.GetState(currentPlayer.playerIndex).Buttons.Start == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Enter)) //{ // // Check to see if all of the connected players (at least one) have selected a character and if so, create the selected players and move to the network setup stage // if ((!playerOne.connected || playerOne.selected) && (!playerTwo.connected || playerTwo.selected) && // (!playerThree.connected || playerThree.selected) && (!playerFour.connected || playerFour.selected) && // (playerOne.selected || playerTwo.selected || playerThree.selected || playerFour.selected)) // { // GoToNetworking(); // } } } // If there has been a cursor movement, play the sound if (cursorMoved) { soundEffect.Play(); cursorMoved = false; } } else { CharacterSelectionScreen.Update(gameTime); if (CharacterSelectionScreen.selectionDone) { isNewGame = false; CharacterSelectionScreen.selectionDone = false; if (currentPlayer.selected) { currentPlayer.cursor.Color = unselected; currentPlayerIndex++; // If we are on the last player in the wait list, go to the networking screen if (currentPlayerIndex == players.Count) { GoToNetworking(); } else { gameSaves.Remove(currentPlayer.gameSave); currentPlayer = players.ElementAt(currentPlayerIndex); currentPlayer.selected = false; currentPlayer.cursor.Color = selected; ReloadGameSaves(); currentPlayer.timer = controllerDelay; } } } } } }
/// <summary> /// Allows the game to run logic such as player input and character selection, /// also changes visual representation of selected/unselected characters /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public void Update(GameTime gameTime) { if (isConnected) { if (!isNewGame) { // Allows the game to exit if (InputHelper.GetInput(currentPlayer.playerIndex).IsPressed(Keys.Escape, Buttons.Back) && currentPlayer.timer <= 0) { if (currentPlayerIndex == 0) { game.Exit(); } else { currentPlayerIndex--; currentPlayer = players.ElementAt(currentPlayerIndex); currentPlayer.Timer = controllerDelay; currentPlayer.Selected = false; } } if (InputHelper.GetInput(PlayerIndex.One).IsPressed(Keys.Enter, Buttons.Start)) { playerOne.Connected = true; if (!players.Contains(playerOne)) { players.Add(playerOne); } } if (InputHelper.GetInput(PlayerIndex.Two).IsPressed(Keys.Enter, Buttons.Start)) { playerTwo.Connected = true; if (!players.Contains(playerTwo)) { players.Add(playerTwo); } } if (InputHelper.GetInput(PlayerIndex.Three).IsPressed(Keys.Enter, Buttons.Start)) { playerThree.Connected = true; if (!players.Contains(playerThree)) { players.Add(playerThree); } } if (InputHelper.GetInput(PlayerIndex.Four).IsPressed(Keys.Enter, Buttons.Start)) { playerFour.Connected = true; if (!players.Contains(playerFour)) { players.Add(playerFour); } } #if XBOX // If windows we don't want to disconnect the keyboard, which is player one if (!UserInput.GetInput(PlayerIndex.One).IsGamePadConnected()) { players.Remove(playerOne); playerOne.Connected = false; } #endif if (!InputHelper.GetInput(PlayerIndex.Two).IsGamePadConnected()) { players.Remove(playerTwo); playerTwo.Connected = false; } if (!InputHelper.GetInput(PlayerIndex.Three).IsGamePadConnected()) { players.Remove(playerThree); playerThree.Connected = false; } if (!InputHelper.GetInput(PlayerIndex.Four).IsGamePadConnected()) { players.Remove(playerFour); playerFour.Connected = false; } if (currentPlayer.Connected) { currentPlayer.Timer -= (float)gameTime.ElapsedGameTime.Milliseconds; if (!currentPlayer.Selected && currentPlayer.Timer <= 0) { currentPlayer.timer = controllerDelay; if (InputHelper.GetInput(currentPlayer.playerIndex).IsPressed(Keys.Down, Buttons.DPadDown)) { selectedGameSave++; if (selectedGameSave < gameSaves.Count) { foreach (CharSelectPreview preview in gameSaves) { preview.MoveByOffset(-movementOffset); preview.Color = unselected; } } else { selectedGameSave = 0; foreach (CharSelectPreview preview in gameSaves) { preview.MoveByOffset((movementOffset * (gameSaves.Count - 1))); preview.Color = unselected; } } cursorMoved = true; gameSaves.ElementAt(selectedGameSave).Color = selected; } if (InputHelper.GetInput(currentPlayer.playerIndex).IsPressed(Keys.Up, Buttons.DPadUp)) { selectedGameSave--; if (selectedGameSave >= 0) { foreach (CharSelectPreview preview in gameSaves) { preview.MoveByOffset((movementOffset)); preview.Color = unselected; } } else { selectedGameSave = gameSaves.Count - 1; foreach (CharSelectPreview preview in gameSaves) { preview.MoveByOffset(-(movementOffset * (gameSaves.Count - 1))); preview.Color = unselected; } } cursorMoved = true; gameSaves.ElementAt(selectedGameSave).Color = selected; } if (InputHelper.GetInput(currentPlayer.playerIndex).IsPressed(Keys.Space, Buttons.A)) { currentPlayer.Timer = controllerDelay; if (selectedGameSave == 0) { isNewGame = true; CharacterSelectionScreen.selectionDone = false; currentPlayer.GameSave = gameSaves.ElementAt(selectedGameSave); //currentPlayer.GameSave.FileNumber = gameSaves.Count; currentPlayer.GameSave.NewGame = true; CharacterSelectionScreen.LoadContent(currentPlayer); } else { currentPlayer.GameSave = gameSaves.ElementAt(selectedGameSave); currentPlayer.Selected = true; currentPlayer.Cursor.Color = unselected; currentPlayerIndex++; // If we are on the last player in the wait list, go to the networking screen if (currentPlayerIndex == players.Count) { GoToNetworking(); } else { gameSaves.Remove(currentPlayer.GameSave); currentPlayer = players.ElementAt(currentPlayerIndex); currentPlayer.Selected = false; currentPlayer.Cursor.Color = selected; ReloadGameSaves(); currentPlayer.Timer = controllerDelay; } } } if (InputHelper.GetInput(currentPlayer.playerIndex).IsPressed(Keys.Escape, Buttons.Back)) { currentPlayer.Timer = controllerDelay; if (selectedGameSave != 0) { DoGameDelete(LoadGameSave(gameSaves.ElementAt(selectedGameSave))); } } if (GamePad.GetState(currentPlayer.PlayerIndex).Buttons.B == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.B)) { //currentPlayer.selected = false; //currentPlayer.cursor.Color = Color.White; } } } // If there has been a cursor movement, play the sound if (cursorMoved) { soundEffect.Play(); cursorMoved = false; } } else { CharacterSelectionScreen.Update(gameTime); if (CharacterSelectionScreen.selectionDone) { isNewGame = false; CharacterSelectionScreen.selectionDone = false; if (currentPlayer.Selected) { currentPlayer.Cursor.Color = unselected; currentPlayerIndex++; // If we are on the last player in the wait list, go to the networking screen if (currentPlayerIndex == players.Count) { GoToNetworking(); } else { gameSaves.Remove(currentPlayer.GameSave); currentPlayer = players.ElementAt(currentPlayerIndex); currentPlayer.Selected = false; currentPlayer.Cursor.Color = selected; ReloadGameSaves(); currentPlayer.Timer = controllerDelay; } } } } } }