public void tick(float timedelta) { if (Controller.RecentlyPressed(PlayerIndex.One, Buttons.Back, 0.5f)) { stack.pop(); } }
public override void decide(Entity me, GameState environment, float timedelta, GameStateStack states) { // Verify connection status GamePadState controller = GamePad.GetState(control); if (!controller.IsConnected) { pauseDisconnect(states); // May want to remember which player that paused game return; } setHeading(me, controller); // Pause menu: if (Controller.RecentlyPressed(control, Buttons.Start, 0.5f)) pauseDisconnect(states); if (Controller.RecentlyPressed(control, Buttons.Back, 0.5f)) states.pop(); }
public override void decide(Entity me, GameState environment, float timedelta, GameStateStack states) { // Verify connection status GamePadState controller = GamePad.GetState(control); if (!controller.IsConnected) { pauseDisconnect(states); // May want to remember which player that paused game return; } setHeading(me, controller); // Pause menu: if (Controller.RecentlyPressed(control, Buttons.Start, 0.5f)) { pauseDisconnect(states); } if (Controller.RecentlyPressed(control, Buttons.Back, 0.5f)) { states.pop(); } }