コード例 #1
0
        /// <summary>
        /// Process movement input
        /// </summary>
        public void ProcessInput(float elapsedTime, InputState current, int player)
        {
            // camera rotation
            rotationForce.X =
                inputRotationForce * current.padState[player].ThumbSticks.Right.Y;
            rotationForce.Y =
                -inputRotationForce * current.padState[player].ThumbSticks.Right.X;
            rotationForce.Z = 0.0f;

            // camera bank
            if (current.padState[player].Buttons.RightShoulder == ButtonState.Pressed)
                rotationForce.Z += inputRotationForce;
            if (current.padState[player].Buttons.LeftShoulder == ButtonState.Pressed)
                rotationForce.Z -= inputRotationForce;

            // move forward/backward
            force.X = inputForce * current.padState[player].ThumbSticks.Left.X;

            if (current.padState[player].Buttons.RightStick == ButtonState.Pressed)
            {
                // slide up/down
                force.Y = inputForce * current.padState[player].ThumbSticks.Left.Y;
                force.Z = 0.0f;
            }
            else
            {
                // slide left/right
                force.Y = 0.0f;
                force.Z = inputForce * current.padState[player].ThumbSticks.Left.Y;
            }

            // keyboard camera rotation
            if (current.keyState[player].IsKeyDown(Keys.Up))
                rotationForce.X = inputRotationForce;
            if (current.keyState[player].IsKeyDown(Keys.Down))
                rotationForce.X = -inputRotationForce;
            if (current.keyState[player].IsKeyDown(Keys.Left))
                rotationForce.Y = inputRotationForce;
            if (current.keyState[player].IsKeyDown(Keys.Right))
                rotationForce.Y = -inputRotationForce;
            // keyboard camera bank
            if (current.keyState[player].IsKeyDown(Keys.A))
                rotationForce.Z = -inputRotationForce;
            if (current.keyState[player].IsKeyDown(Keys.D))
                rotationForce.Z = inputRotationForce;
            // move forward/backward
            if (current.keyState[player].IsKeyDown(Keys.W))
                force.Z = inputForce;
            if (current.keyState[player].IsKeyDown(Keys.S))
                force.Z = -inputForce;
            // slide left/right
            if (current.keyState[player].IsKeyDown(Keys.Q))
                force.X = -inputForce;
            if (current.keyState[player].IsKeyDown(Keys.E))
                force.X = inputForce;
        }
コード例 #2
0
ファイル: InputManager.cs プロジェクト: CS583/The3dgamesample
 public void CopyInput(InputState state)
 {
     padState[0] = state.padState[0];
     padState[1] = state.padState[1];
     keyState[0] = state.keyState[0];
     keyState[1] = state.keyState[1];
 }
コード例 #3
0
        /// <summary>
        /// Process movement input
        /// </summary>
        public void ProcessInput(float elapsedTime, InputState current, int player)
        {
            // camera rotation
            rotationForce.X =
                inputRotationForce * current.padState[player].ThumbSticks.Right.Y;
            rotationForce.Y =
                -inputRotationForce * current.padState[player].ThumbSticks.Right.X;
            rotationForce.Z = 0.0f;

            // camera bank
            if (current.padState[player].Buttons.RightShoulder == ButtonState.Pressed)
            {
                rotationForce.Z += inputRotationForce;
            }
            if (current.padState[player].Buttons.LeftShoulder == ButtonState.Pressed)
            {
                rotationForce.Z -= inputRotationForce;
            }

            // move forward/backward
            force.X = inputForce * current.padState[player].ThumbSticks.Left.X;

            if (current.padState[player].Buttons.RightStick == ButtonState.Pressed)
            {
                // slide up/down
                force.Y = inputForce * current.padState[player].ThumbSticks.Left.Y;
                force.Z = 0.0f;
            }
            else
            {
                // slide left/right
                force.Y = 0.0f;
                force.Z = inputForce * current.padState[player].ThumbSticks.Left.Y;
            }

            // keyboard camera rotation
            if (current.keyState[player].IsKeyDown(Keys.Up))
            {
                rotationForce.X = inputRotationForce;
            }
            if (current.keyState[player].IsKeyDown(Keys.Down))
            {
                rotationForce.X = -inputRotationForce;
            }
            if (current.keyState[player].IsKeyDown(Keys.Left))
            {
                rotationForce.Y = inputRotationForce;
            }
            if (current.keyState[player].IsKeyDown(Keys.Right))
            {
                rotationForce.Y = -inputRotationForce;
            }
            // keyboard camera bank
            if (current.keyState[player].IsKeyDown(Keys.A))
            {
                rotationForce.Z = -inputRotationForce;
            }
            if (current.keyState[player].IsKeyDown(Keys.D))
            {
                rotationForce.Z = inputRotationForce;
            }
            // move forward/backward
            if (current.keyState[player].IsKeyDown(Keys.W))
            {
                force.Z = inputForce;
            }
            if (current.keyState[player].IsKeyDown(Keys.S))
            {
                force.Z = -inputForce;
            }
            // slide left/right
            if (current.keyState[player].IsKeyDown(Keys.Q))
            {
                force.X = -inputForce;
            }
            if (current.keyState[player].IsKeyDown(Keys.E))
            {
                force.X = inputForce;
            }
        }
コード例 #4
0
ファイル: InputManager.cs プロジェクト: CS583/The3dgamesample
        InputState lastState; // last frame input

        #endregion Fields

        #region Constructors

        /// <summary>
        /// Create a new input manager
        /// </summary>
        public InputManager()
        {
            currentState = new InputState();
            lastState = new InputState();
        }