// Checks input during gameplay //Gameworld as argument is JUST FOR TESTING-PURPOSES public void checkInput(GameTime gameTime, InputHandler inputHandler, Gameworld gameWorld) { // Controller input Vector2 movementVector = inputHandler.getLeftStickMovement(); Vector2 rightStick = inputHandler.getRightStickMovement(); //playerObject.update(movementVector, rightStick, gameTime); if (inputHandler.ButtonDown(Buttons.RightTrigger) || inputHandler.KeyDown(Keys.LeftShift)) { updateGravityWell(gameWorld, inputHandler.getRightTrigger()); } else { gameWorld.setDrawGravityWell(false, 0); } if (inputHandler.ButtonDown(Buttons.LeftTrigger) || inputHandler.KeyDown(Keys.Space)) { gameWorld.getPlayer().ShootingRockets = true; } if (inputHandler.ButtonReleased(Buttons.LeftTrigger) || inputHandler.KeyReleased(Keys.Space)) { gameWorld.getPlayer().ShootingRockets = false; } #if DEBUG if (inputHandler.ButtonPressed(Buttons.LeftShoulder) && inputHandler.ButtonPressed(Buttons.RightShoulder)) gameWorld.setDebug(); #endif // Temp Keyboardinput ///////////////////////////////////////////////////////////////////////////////////////////////////////// // !USING A KEYBOARD WILL BREAK THE SPEED OF THE PLAYER. THIS IS NOT TO BE INCLUDED IN THE FINAL GAME! // // !IT ALSO SCREWS WITH PROJECTILE VELOCITY/DIRECTION! // ///////////////////////////////////////////////////////////////////////////////////////////////////////// inputHandler.updateInput(); // Zooming if (inputHandler.KeyDown(Keys.X)) { gameWorld.getCamera().Zoom += 0.01f; } if (inputHandler.KeyDown(Keys.Z)) { gameWorld.getCamera().Zoom -= 0.01f; } if (inputHandler.KeyDown(Keys.C)) { gameWorld.getCamera().Zoom = 1.0f; } // Movement if (inputHandler.KeyDown(Keys.D)) movementVector.X = 1; if (inputHandler.KeyDown(Keys.A)) movementVector.X = -1; if (inputHandler.KeyDown(Keys.S)) movementVector.Y = -1; if (inputHandler.KeyDown(Keys.W)) movementVector.Y = 1; // Shooting if (inputHandler.KeyDown(Keys.Right)) rightStick.X = 1; if (inputHandler.KeyDown(Keys.Left)) rightStick.X = -1; if (inputHandler.KeyDown(Keys.Down)) rightStick.Y = -1; if (inputHandler.KeyDown(Keys.Up)) rightStick.Y = 1; // Other keys #if DEBUG if (inputHandler.KeyReleased(Keys.F1)) gameWorld.setDebug(); #endif physicsEngine.collisionDetection(ref gameWorld, movementVector, rightStick, gameTime); }