protected override void Update(GameTime gameTime) { Scene.Update(gameTime.ElapsedGameTime); if (ownGoal != null) { TimeSpan since = DateTime.Now - from; if (since.TotalSeconds > timeToDisplayMoron) { ownGoal = null; } } KeyboardState ks = Keyboard.GetState(); if (ks.IsKeyUp(Keys.Z) && ksLast.IsKeyDown(Keys.Z)) { // cycle player 1 PlayerController controller = Scene.Coordinator.Select("Player")[0].Get <PlayerController>(); controller.SelectedControlScheme += 1; string[] values = Enum.GetNames(typeof(ControlScheme)); if (controller.SelectedControlScheme > (ControlScheme)Enum.Parse(typeof(ControlScheme), values[values.Length - 1])) { controller.SelectedControlScheme = 0; } } if (ks.IsKeyUp(Keys.X) && ksLast.IsKeyDown(Keys.X)) { // cycle player 2 PlayerController controller = Scene.Coordinator.Select("Player")[1].Get <PlayerController>(); controller.SelectedControlScheme += 1; string[] values = Enum.GetNames(typeof(ControlScheme)); if (controller.SelectedControlScheme > (ControlScheme)Enum.Parse(typeof(ControlScheme), values[values.Length - 1])) { controller.SelectedControlScheme = 0; } } ksLast = ks; base.Update(gameTime); }
void Collision_OwnGoal(object sender, OwnGoalEventArgs e) { // where 3 is the amount of fail messages currently.. yea yea, hardcoded.. int n = r.Next(0, 5); string msg = ""; switch (n) { case 0: msg = Fail1; break; case 1: msg = Fail2; break; case 2: msg = Fail3; break; case 3: msg = Fail4; break; case 4: msg = Fail5; break; } ownGoal = new OwnGoalData(e.PlayerIndex, msg, fontBold.MeasureString(msg)); from = DateTime.Now; }
protected override void Update(GameTime gameTime) { Scene.Update(gameTime.ElapsedGameTime); if (ownGoal != null) { TimeSpan since = DateTime.Now - from; if (since.TotalSeconds > timeToDisplayMoron) { ownGoal = null; } } KeyboardState ks = Keyboard.GetState(); if (ks.IsKeyUp(Keys.Z) && ksLast.IsKeyDown(Keys.Z)) { // cycle player 1 PlayerController controller = Scene.Coordinator.Select("Player")[0].Get<PlayerController>(); controller.SelectedControlScheme += 1; string[] values = Enum.GetNames(typeof(ControlScheme)); if (controller.SelectedControlScheme > (ControlScheme)Enum.Parse(typeof(ControlScheme), values[values.Length - 1])) { controller.SelectedControlScheme = 0; } } if (ks.IsKeyUp(Keys.X) && ksLast.IsKeyDown(Keys.X)) { // cycle player 2 PlayerController controller = Scene.Coordinator.Select("Player")[1].Get<PlayerController>(); controller.SelectedControlScheme += 1; string[] values = Enum.GetNames(typeof(ControlScheme)); if (controller.SelectedControlScheme > (ControlScheme)Enum.Parse(typeof(ControlScheme), values[values.Length - 1])) { controller.SelectedControlScheme = 0; } } ksLast = ks; base.Update(gameTime); }