/// <summary> /// Reads the latest state of the keyboard and gamepad. /// </summary> public void Update() { // Read all input state of the keyboard and support game pad controllers for (int i = 0; i < MaxInputs; i++) { this.LastKeyboardStates[i] = this.CurrentKeyboardStates[i]; this.LastGamePadStates[i] = this.CurrentGamePadStates[i]; this.CurrentKeyboardStates[i] = Keyboard.GetState((PlayerIndex)i); this.CurrentGamePadStates[i] = GamePad.GetState((PlayerIndex)i); // Keep track of whether a gamepad has ever been // connected, so we can detect if it is unplugged. if (this.CurrentGamePadStates[i].IsConnected) { this.GamePadWasConnected[i] = true; } } // Add the capability to read data from the Nintendo Controller this.LastNintendoControllerState = this.CurrentNintendoControllerState; this.CurrentNintendoControllerState = this._nintendoController.GetState(); if (this.CurrentNintendoControllerState.IsConnected) { this.NintendoControllerWasConnected = true; } }
public void Update(GameTime gameTime, NintendoControllerState controllerState, KeyboardState keyboardState) { GetInput(controllerState, keyboardState); ApplyPhysics(gameTime); //ClearInputs(); movement = 0.0f; }
public void Update(GameTime gameTime, NintendoControllerState controllerState, KeyboardState keyboardState) { _player.Update(gameTime, controllerState, keyboardState); foreach (SodaCan can in _cans) { can.Update(gameTime); } HandleFallingCans(); HandleCollisions(); }
private void GetInput(NintendoControllerState controllerState, KeyboardState keyboardState) { //movement = controllerState.DPad.Left * MoveStickScale; movement = 0;// MoveStickScale; if (controllerState.IsButtonDown(Buttons.DPadLeft) || keyboardState.IsKeyDown(Keys.Left)) { movement = -1.0f; } else if (controllerState.IsButtonDown(Buttons.DPadRight) || keyboardState.IsKeyDown(Keys.Right)) { movement = 1.0f; } if (controllerState.IsButtonDown(Buttons.A) || keyboardState.IsKeyDown(Keys.Space)) { if (!HasCan) { _isCatching = true; } else { _isCatching = false; } } else { _isCatching = false; if (HasCan) { ReleaseCan(); } } }
/// <summary> /// Updates the specified game time. /// </summary> /// <param name="gameTime">The game time.</param> public void Update(GameTime gameTime) { // duh? if (_endReached) { return; } _controllerState = _nintendoController.GetState(); _keyboardState = Keyboard.GetState(); ClearInputs(); Direction?destinationDirection = GetInput(); Cell destinationCell = null; if (destinationDirection.HasValue) { if (_currentCell.IsEnd && destinationDirection.Value == Direction.Up) { _endReached = true; return; } destinationCell = _maze.GetDestinationCell(_currentCell, destinationDirection.Value); } if (destinationCell != null) { _currentCell = destinationCell; } if (_currentCell.HasDollar) { this._dollarSound.Play(); this._currentCell.RemoveDollar(); this._points += _dollarValue; } }
private void HandleInput() { _controllerState = _nintendoController.GetState(); _keyboardState = Keyboard.GetState(); }