コード例 #1
0
ファイル: TileMapTest.cs プロジェクト: eickegao/cocos2d-xna
 private void MyOnGameStickUpdate(CCGameStickStatus left, CCGameStickStatus right, PlayerIndex player)
 {
     CCNode node = GetChildByTag(kTagTileMap);
     if (left.Magnitude > 0f)
     {
         // use the left stick to move the map
         CCPoint diff = left.Direction.InvertY * left.Magnitude * 10f;
         CCPoint currentPos = node.Position;
         node.Position = currentPos + diff;
     }
     if (right.Magnitude > 0f)
     {
         float scale = (1f - right.Direction.Y * right.Magnitude);
         node.Scale += scale;
         if (node.Scale < 1f)
         {
             node.Scale = 1f;
         }
     }
 }
コード例 #2
0
 protected override void OnGamePadStickUpdate(CCGameStickStatus leftStick, CCGameStickStatus rightStick, PlayerIndex player)
 {
     if (player == PlayerIndex.One)
     {
         _StickPull = leftStick.Magnitude;
         _StickDir = leftStick.Direction;
         // Do the rubber band
         CCPoint pt = CCPoint.Zero;
         pt.X = slingShotCenterPosition.X + _StickDir.X * _StickPull * maxStretchOfSlingShot;
         pt.Y = slingShotCenterPosition.Y + _StickDir.Y * _StickPull * maxStretchOfSlingShot;
         if (CockTheSlingshot(pt))
         {
             _SlingshotIsCocked = true;
         }
         else
         {
             if (rightStick.Magnitude > 0f)
             {
                 PanTheScreen((int)(rightStick.Magnitude * 25));
             }
         }
     }
     else
     {
         // base.OnGamePadStickUpdate(leftStick, rightStick, player);
     }
 }
コード例 #3
0
ファイル: CCLayer.cs プロジェクト: HarkDev/cocos2d-xna
 protected virtual void OnGamePadStickUpdate(CCGameStickStatus leftStick, CCGameStickStatus rightStick, Microsoft.Xna.Framework.PlayerIndex player)
 {
 }
コード例 #4
0
ファイル: CCApplication.cs プロジェクト: HarkDev/cocos2d-xna
 private void ProcessGamePad(GamePadState gps, PlayerIndex player)
 {
     GamePadState lastState = new GamePadState();
     if (m_PriorGamePadState.ContainsKey(player))
         {
         lastState = m_PriorGamePadState[player];
         // Notify listeners when the gamepad is connected.
         if ((lastState.IsConnected != gps.IsConnected) && GamePadConnectionUpdate != null)
         {
             GamePadConnectionUpdate(player, false);
         }
         // TODO: Check button pressed/released status for button tap events.
     }
     if (gps.IsConnected)
     {
         GamePadCapabilities caps = GamePad.GetCapabilities(player);
         if (GamePadButtonUpdate != null)
         {
             CCGamePadButtonStatus back = CCGamePadButtonStatus.NotApplicable;
             CCGamePadButtonStatus start = CCGamePadButtonStatus.NotApplicable;
             CCGamePadButtonStatus system = CCGamePadButtonStatus.NotApplicable;
             CCGamePadButtonStatus a = CCGamePadButtonStatus.NotApplicable;
             CCGamePadButtonStatus b = CCGamePadButtonStatus.NotApplicable;
             CCGamePadButtonStatus x = CCGamePadButtonStatus.NotApplicable;
             CCGamePadButtonStatus y = CCGamePadButtonStatus.NotApplicable;
             CCGamePadButtonStatus leftShoulder = CCGamePadButtonStatus.NotApplicable;
             CCGamePadButtonStatus rightShoulder = CCGamePadButtonStatus.NotApplicable;
             if (caps.HasBackButton)
             {
                 back = (gps.Buttons.Back == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released);
         }
             if (caps.HasStartButton)
             {
                 start = (gps.Buttons.Start == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released);
     }
             if (caps.HasBigButton)
     {
                 system = (gps.Buttons.BigButton == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released);
             }
             if (caps.HasAButton)
         {
                 a = (gps.Buttons.A == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released);
         }
             if (caps.HasBButton)
             {
                 b = (gps.Buttons.B == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released);
     }
             if (caps.HasXButton)
     {
                 x = (gps.Buttons.X == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released);
             }
             if (caps.HasYButton)
         {
                 y = (gps.Buttons.Y == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released);
             }
             if (caps.HasLeftShoulderButton)
             {
                 leftShoulder = (gps.Buttons.LeftShoulder == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released);
             }
             if (caps.HasRightShoulderButton)
             {
                 rightShoulder = (gps.Buttons.RightShoulder == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released);
             }
             GamePadButtonUpdate(back, start, system, a, b, x, y, leftShoulder, rightShoulder, player);
         }
         // Process the game sticks
         if (GamePadStickUpdate != null && (caps.HasLeftXThumbStick || caps.HasLeftYThumbStick || caps.HasRightXThumbStick || caps.HasRightYThumbStick ||  caps.HasLeftStickButton || caps.HasRightStickButton))
         {
             CCPoint vecLeft;
             if (caps.HasLeftXThumbStick || caps.HasLeftYThumbStick)
             {
                 vecLeft = new CCPoint(gps.ThumbSticks.Left);
                 vecLeft.Normalize();
             }
             else
             {
                 vecLeft = CCPoint.Zero;
             }
             CCPoint vecRight;
             if (caps.HasRightXThumbStick || caps.HasRightYThumbStick)
             {
                 vecRight = new CCPoint(gps.ThumbSticks.Right);
                 vecRight.Normalize();
             }
             else
             {
                 vecRight = CCPoint.Zero;
             }
             CCGameStickStatus left = new CCGameStickStatus();
             left.Direction = vecLeft;
             left.Magnitude = ((caps.HasLeftXThumbStick || caps.HasLeftYThumbStick) ? gps.ThumbSticks.Left.Length() : 0f);
             left.IsDown = ((caps.HasLeftStickButton) ? gps.IsButtonDown(Buttons.LeftStick) : false);
             CCGameStickStatus right = new CCGameStickStatus();
             right.Direction = vecRight;
             right.Magnitude = ((caps.HasRightXThumbStick || caps.HasRightYThumbStick) ? gps.ThumbSticks.Right.Length() : 0f);
             right.IsDown = ((caps.HasLeftStickButton) ? gps.IsButtonDown(Buttons.RightStick) : false);
             GamePadStickUpdate(left, right, player);
         }
         // Process the game triggers
         if (GamePadTriggerUpdate != null && (caps.HasLeftTrigger || caps.HasRightTrigger))
         {
             GamePadTriggerUpdate(caps.HasLeftTrigger ? gps.Triggers.Left : 0f, caps.HasRightTrigger ? gps.Triggers.Right : 0f, player);
         }
         // Process the D-Pad
         if (GamePadDPadUpdate != null)
         {
             CCGamePadButtonStatus left = CCGamePadButtonStatus.NotApplicable;
             CCGamePadButtonStatus right = CCGamePadButtonStatus.NotApplicable;
             CCGamePadButtonStatus up = CCGamePadButtonStatus.NotApplicable;
             CCGamePadButtonStatus down = CCGamePadButtonStatus.NotApplicable;
             if (caps.HasDPadDownButton)
             {
                 down = (gps.DPad.Down == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released);
             }
             if (caps.HasDPadUpButton)
             {
                 up = (gps.DPad.Up == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released);
             }
             if (caps.HasDPadLeftButton)
             {
                 left = (gps.DPad.Left == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released);
             }
             if (caps.HasDPadRightButton)
             {
                 right = (gps.DPad.Right == ButtonState.Pressed ? CCGamePadButtonStatus.Pressed : CCGamePadButtonStatus.Released);
             }
             GamePadDPadUpdate(left, up, right, down, player);
         }
     }
     m_PriorGamePadState[player] = gps;
 }