public void SetCurrentAnimation(int index) { m_currAnim = m_animList[index]; m_currAnim.Reset(); m_currAnim.X_Pos = m_xpos; m_currAnim.Y_Pos = m_ypos; if (m_dir == Direction.Right) { m_currAnim.Effects = SpriteEffects.None; } else { m_currAnim.Effects = SpriteEffects.FlipHorizontally; } }
/// <summary> /// Lets the game respond to player input. Unlike the Update method, /// this will only be called when the gameplay screen is active. /// </summary> public override void HandleInput(InputState input) { if (input == null) { throw new ArgumentNullException("input"); } PlayerIndex playerIndex; // Look up inputs for the active player profile. //int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState1 = input.CurrentKeyboardStates[0]; GamePadState gamePadState1 = input.CurrentGamePadStates[0]; KeyboardState keyboardState2 = input.CurrentKeyboardStates[1]; GamePadState gamePadState2 = input.CurrentGamePadStates[1]; // The game pauses either if the user presses the pause button, or if // they unplug the active gamepad. This requires us to keep track of // whether a gamepad was ever plugged in, because we don't want to pause // on PC if they are playing with a keyboard and have no gamepad at all! bool gamePadDisconnected = !gamePadState1.IsConnected && input.GamePadWasConnected[0] && !gamePadState2.IsConnected && input.GamePadWasConnected[1]; if ((input.IsPauseGame(null) || gamePadDisconnected) && m_intro.Scene_State == DrawableState.Finished) { pause.Play(); m_paused = true; ScreenManager.AddScreen(new DuckHuntPauseMenuScreen(this), null); } // Handle Cloud Input // (DuckHuntPlayer 1) if ((input.IsNewKeyPress(Keys.D, PlayerIndex.One, out playerIndex) || input.IsNewButtonPress(Buttons.X, PlayerIndex.One, out playerIndex)) && m_intro.Scene_State == DrawableState.Finished && !m_ducks.Intermission() && m_player1.CloudNum != 0 && m_ducks.BallsAlive() && m_clouds_p1.State == DrawableState.Finished) { m_clouds_p1.Reset(); m_player1.CloudNum -= 1; } // (DuckHuntPlayer 2) if ((input.IsNewKeyPress(Keys.OemComma, PlayerIndex.Two, out playerIndex) || input.IsNewButtonPress(Buttons.X, PlayerIndex.Two, out playerIndex)) && m_intro.Scene_State == DrawableState.Finished && !m_ducks.Intermission() && m_player2.CloudNum != 0 && m_ducks.BallsAlive() && m_clouds_p2.State == DrawableState.Finished) { m_clouds_p2.Reset(); m_player2.CloudNum -= 1; } // Handle Duck Calls // (DuckHuntPlayer 1) if ((input.IsNewKeyPress(Keys.F, PlayerIndex.One, out playerIndex) || input.IsNewButtonPress(Buttons.Y, PlayerIndex.One, out playerIndex)) && m_intro.Scene_State == DrawableState.Finished && !m_ducks.Intermission() && m_player1.DuckCallNum != 0 && m_ducks.OneBallAlive()) { m_ducks.ReleaseDuck(); // Play duck call sound m_player1.DuckCallNum -= 1; } // (DuckHuntPlayer 2) if ((input.IsNewKeyPress(Keys.OemPeriod, PlayerIndex.Two, out playerIndex) || input.IsNewButtonPress(Buttons.Y, PlayerIndex.Two, out playerIndex)) && m_intro.Scene_State == DrawableState.Finished && !m_ducks.Intermission() && m_player2.DuckCallNum != 0 && m_ducks.OneBallAlive()) { m_ducks.ReleaseDuck(); // Play duck call sound m_player2.DuckCallNum -= 1; } // Handle Shot Input // (DuckHuntPlayer 1) if ((input.IsNewKeyPress(Keys.G, PlayerIndex.One, out playerIndex) || input.IsNewButtonPress(Buttons.B, PlayerIndex.One, out playerIndex)) && m_intro.Scene_State == DrawableState.Finished && !m_ducks.Intermission() && m_player1.ShotNum != 0 && m_ducks.BallsAlive()) { if (m_ducks.DuckOneState == BallState.Active) { m_ducks.DuckOneXVelocity *= -1.5f; m_ducks.DuckOneYVelocity *= 1.5f; m_ducks.DuckOneHit = Direction.None; if (m_ducks.DuckOneDir == Direction.Right) { m_ducks.DuckOneDir = Direction.Left; } else if (m_ducks.DuckOneDir == Direction.Left) { m_ducks.DuckOneDir = Direction.Right; } m_duck1_flash = new TimeOutDrawable(new Image(m_ducks.DuckOneRectangle.X, m_ducks.DuckOneRectangle.Y, 40, 40, flash), 5, false); } if (m_ducks.DuckTwoState == BallState.Active) { m_ducks.DuckTwoXVelocity *= -1.5f; m_ducks.DuckTwoYVelocity *= 1.5f; m_ducks.DuckTwoHit = Direction.None; if (m_ducks.DuckTwoDir == Direction.Right) { m_ducks.DuckTwoDir = Direction.Left; } else if (m_ducks.DuckTwoDir == Direction.Left) { m_ducks.DuckTwoDir = Direction.Right; } m_duck2_flash = new TimeOutDrawable(new Image(m_ducks.DuckTwoRectangle.X, m_ducks.DuckTwoRectangle.Y, 40, 40, flash), 8, false); } m_duck1_flash.Tint = new Color(255, 255, 255, 128); m_duck2_flash.Tint = new Color(255, 255, 255, 128); m_flash.Reset(); m_player1.ShotNum -= 1; m_shot.Play(); } // (DuckHuntPlayer 2) if ((input.IsNewKeyPress(Keys.OemQuestion, PlayerIndex.Two, out playerIndex) || input.IsNewButtonPress(Buttons.B, PlayerIndex.Two, out playerIndex)) && m_intro.Scene_State == DrawableState.Finished && !m_ducks.Intermission() && m_player2.ShotNum != 0 && m_ducks.BallsAlive()) { if (m_ducks.DuckOneState == BallState.Active) { m_ducks.DuckOneXVelocity *= -1.5f; m_ducks.DuckOneYVelocity *= 1.5f; m_ducks.DuckOneHit = Direction.None; if (m_ducks.DuckOneDir == Direction.Right) { m_ducks.DuckOneDir = Direction.Left; } else if (m_ducks.DuckOneDir == Direction.Left) { m_ducks.DuckOneDir = Direction.Right; } m_duck1_flash = new TimeOutDrawable(new Image(m_ducks.DuckOneRectangle.X, m_ducks.DuckOneRectangle.Y, 40, 40, flash), 8, false); } if (m_ducks.DuckTwoState == BallState.Active) { m_ducks.DuckTwoXVelocity *= -1.5f; m_ducks.DuckTwoYVelocity *= 1.5f; m_ducks.DuckTwoHit = Direction.None; if (m_ducks.DuckTwoDir == Direction.Right) { m_ducks.DuckTwoDir = Direction.Left; } else if (m_ducks.DuckTwoDir == Direction.Left) { m_ducks.DuckTwoDir = Direction.Right; } m_duck2_flash = new TimeOutDrawable(new Image(m_ducks.DuckTwoRectangle.X, m_ducks.DuckTwoRectangle.Y, 40, 40, flash), 8, false); } m_duck1_flash.Tint = new Color(255, 255, 255, 128); m_duck2_flash.Tint = new Color(255, 255, 255, 128); m_flash.Reset(); m_shot.Play(); m_player2.ShotNum -= 1; } if (m_intro.Scene_State == DrawableState.Finished) { m_player1.UpdatePaddle(keyboardState1, gamePadState1, m_clouds_p2.CloudsA); m_player2.UpdatePaddle(keyboardState2, gamePadState2, m_clouds_p1.CloudsA); } }