public FormationEditorScreen(PikeAndShotGame game) : base(game) { _formation = new Formation(this, 600, 200, 5, SIDE_ENEMY); _pattern = new List<LevelPipeline.PatternActionContent>(); _actions = new List<int>(1); _actions.Add(PatternAction.ACTION_IDLE); _currPatternAction = new LevelPipeline.PatternActionContent(_actions, 0f); _fileCount = 0; }
private void addNextPatternAction() { _currPatternAction.duration = _elapsedTime - _actionStart; _actionStart = _elapsedTime; _pattern.Add(_currPatternAction); _actions = new List<int>(5); if (keyboardState.IsKeyDown(Keys.Left) || gamePadState.IsButtonDown(Buttons.DPadLeft)) { _actions.Add(PatternAction.ACTION_LEFT); } if (keyboardState.IsKeyDown(Keys.Right) || gamePadState.IsButtonDown(Buttons.DPadRight)) { _actions.Add(PatternAction.ACTION_RIGHT); } if (keyboardState.IsKeyDown(Keys.Up) || gamePadState.IsButtonDown(Buttons.DPadUp)) { _actions.Add(PatternAction.ACTION_UP); } if (keyboardState.IsKeyDown(Keys.Down) || gamePadState.IsButtonDown(Buttons.DPadDown)) { _actions.Add(PatternAction.ACTION_DOWN); } if (keyboardState.IsKeyDown(Keys.Z) || gamePadState.IsButtonDown(Buttons.A)) { _actions.Add(PatternAction.ACTION_PIKE); } else { _actions.Add(PatternAction.ACTION_RAISE); } if (keyboardState.IsKeyDown(Keys.X) || gamePadState.IsButtonDown(Buttons.X)) { _actions.Add(PatternAction.ACTION_SHOT); } if (_actions.Count == 0) _actions.Add(PatternAction.ACTION_IDLE); _currPatternAction = new LevelPipeline.PatternActionContent(_actions, 0f); }