Exemplo n.º 1
0
 public void Update(KeyboardState keystate)
 {
     // Swap the states and update the current keys
     this._previousKeyboard = _currentKeyboard;
     this._currentKeyboard  = keystate;
     this._pressedKeys      = KeyboardFunctions.CurrentPressedKeys(_pressedKeys, _currentKeyboard, _previousKeyboard);
     // Now test for all possible movements
     this.CallToAction(_pressedKeys);
 }
Exemplo n.º 2
0
        public void Update(float delta, KeyboardState nextState)
        {
            this._previousKeyboard = this._currentKeyboard;
            this._currentKeyboard  = nextState;
            // These are the actual honest to goodness pressed keys.
            // that were not pressed before.
            _pressedKeys = KeyboardFunctions.CurrentPressedKeys(_pressedKeys, _currentKeyboard, _previousKeyboard);

            MovementFireActions(_pressedKeys, this._movingActions);
            GeneralFireActions(_pressedKeys, this._firingActions);
            GeneralFireActions(_pressedKeys, this._specialActions);
            UnpressedActions(_pressedKeys, this._unpressedActions);
        }
Exemplo n.º 3
0
        protected override void Update(GameTime gameTime)
        {
            // abort
            var kState = Keyboard.GetState();

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || kState.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            var delta = (float)gameTime.ElapsedGameTime.TotalSeconds;
            var keys  = KeyboardFunctions.CurrentPressedKeys(kState.GetPressedKeys(), kState, pKState);

            this._keyboard4Way.Update(gameTime, kState, new GamePadState());
            this.fourway.Update(delta);
            backgroundMap.Update(gameTime);

            pKState = kState;
        }
Exemplo n.º 4
0
        protected override void Update(GameTime gameTime)
        {
            // abort
            var kState = Keyboard.GetState();

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || kState.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            var delta = (float)gameTime.ElapsedGameTime.TotalSeconds;
            var keys  = KeyboardFunctions.CurrentPressedKeys(kState.GetPressedKeys(), kState, pKState);

            rotator.Update(delta);
            _keyboardRotator.Update(gameTime, kState, GamePadState.Default);

            _foregroundLayter.Update(gameTime);
            _foregroundLayter2.Update(gameTime);


            pKState = kState;
        }