コード例 #1
0
        /// <summary>
        /// Handles input for the specified player. In local game modes, this is called
        /// just once for the controlling player. In network modes, it can be called
        /// more than once if there are multiple profiles playing on the local machine.
        /// Returns true if we should continue to handle input for subsequent players,
        /// or false if this player has paused the game.
        /// </summary>
        bool HandlePlayerInput(InputState input, PlayerIndex playerIndex)
        {
            // Look up inputs for the specified player profile.
            KeyboardState keyboardState = input.CurrentKeyboardStates[(int)playerIndex];
            GamePadState  gamePadState  = input.CurrentGamePadStates[(int)playerIndex];

            // 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!
            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[(int)playerIndex];

            if (input.IsPauseGame(playerIndex) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(networkSession), playerIndex);
                return(false);
            }

            // Otherwise move the player position.
            Vector2 movement = Vector2.Zero;

            if (keyboardState.IsKeyDown(Keys.Left))
            {
                movement.X--;
            }

            if (keyboardState.IsKeyDown(Keys.Right))
            {
                movement.X++;
            }

            if (keyboardState.IsKeyDown(Keys.Up))
            {
                movement.Y--;
            }

            if (keyboardState.IsKeyDown(Keys.Down))
            {
                movement.Y++;
            }

            Vector2 thumbstick = gamePadState.ThumbSticks.Left;

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

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

            playerPosition += movement * 2;

            return(true);
        }
コード例 #2
0
        /// <summary>
        /// Handles input for the specified player. In local game modes, this is called
        /// just once for the controlling player. In network modes, it can be called
        /// more than once if there are multiple profiles playing on the local machine.
        /// Returns true if we should continue to handle input for subsequent players,
        /// or false if this player has paused the game.
        /// </summary>
        bool HandlePlayerInput(InputState input, PlayerIndex playerIndex)
        {
            // Look up inputs for the specified player profile.
            KeyboardState keyboardState = input.CurrentKeyboardStates[(int)playerIndex];
            GamePadState  gamePadState  = input.CurrentGamePadStates[(int)playerIndex];

            // 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!
            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[(int)playerIndex];

            if (input.IsPauseGame(playerIndex) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(networkSession), playerIndex);
                return(false);
            }

            return(true);
        }
コード例 #3
0
        /// <summary>
        /// Handles input for the specified player. In local game modes, this is called
        /// just once for the controlling player. In network modes, it can be called
        /// more than once if there are multiple profiles playing on the local machine.
        /// Returns true if we should continue to handle input for subsequent players,
        /// or false if this player has paused the game.
        /// </summary>
        bool HandlePlayerInput(InputState input, PlayerIndex playerIndex)
        {
            // Look up inputs for the specified player profile.
            KeyboardState keyboardState = input.CurrentKeyboardStates[(int)playerIndex];
            GamePadState gamePadState = input.CurrentGamePadStates[(int)playerIndex];

            // 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!
            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[(int)playerIndex];

            if (input.IsPauseGame(playerIndex) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(networkSession), playerIndex);
                return false;
            }

            return true;
        }
コード例 #4
0
        /// <summary>
        /// Handles input for the specified player. In local game modes, this is called
        /// just once for the controlling player. In network modes, it can be called
        /// more than once if there are multiple profiles playing on the local machine.
        /// Returns true if we should continue to handle input for subsequent players,
        /// or false if this player has paused the game.
        /// </summary>
        bool HandlePlayerInput(InputState input, PlayerIndex playerIndex)
        {
            // Look up inputs for the specified player profile.
            KeyboardState keyboardState = input.CurrentKeyboardStates[(int)playerIndex];
            GamePadState gamePadState = input.CurrentGamePadStates[(int)playerIndex];

            // 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!
            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[(int)playerIndex];

            if (input.IsPauseGame(playerIndex) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(networkSession), playerIndex);
                return false;
            }

            // Otherwise move the player position.
            Vector2 movement = Vector2.Zero;

            if (keyboardState.IsKeyDown(Keys.Left))
                movement.X--;

            if (keyboardState.IsKeyDown(Keys.Right))
                movement.X++;

            if (keyboardState.IsKeyDown(Keys.Up))
                movement.Y--;

            if (keyboardState.IsKeyDown(Keys.Down))
                movement.Y++;

            Vector2 thumbstick = gamePadState.ThumbSticks.Left;

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

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

            playerPosition += movement * 2;

            return true;
        }