示例#1
0
 public InputAction(ThumbStick myThumbStick, ThumbStickDirection myDirection, int myPlayerIndex, bool myNewPressOnly)
 {
     thumbStick = myThumbStick;
     direction = myDirection;
     playerIndex = myPlayerIndex;
     newStickPressOnly = myNewPressOnly;
     inputType = InputType.thumbstick;
 }
示例#2
0
 /// <summary>
 /// Returns a core assigned description of the specified thumbstick, if any is assigned.
 /// </summary>
 /// <param name="port">The port of the analog joypad.</param>
 /// <param name="thumbstick">The thumbstick to query.</param>
 /// <param name="direction">The direction to query.</param>
 /// <returns>If a description is assigned, the description, otherwise "".</returns>
 public string GetAnalogJoypadDescription(int port, ThumbStick thumbstick, ThumbStickDirection direction)
 {
     string desc = "";
     inputDescriptors.TryGetValue(DeviceType.Joypad + "," + port + "," + ((int)thumbstick) + "," + ((int)direction), out desc);
     return desc;
 }
示例#3
0
        /// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            _lastKeyboardState = _keyboardState;
            _keyboardState = Keyboard.GetState();

            _lastGamePadStates = (GamePadState[])_gamePadStates.Clone();
            foreach (PlayerIndex index in Enum.GetValues(typeof(PlayerIndex)))
                _gamePadStates[(int)index] = GamePad.GetState(index);

            // Set thumbstick directions
            Vector2 thumbStickLeftVector = _gamePadStates[(int) PlayerIndex.One].ThumbSticks.Left;

            if (thumbStickLeftVector.Y < -ThumbStickSensitivity)
                ThumbStickLeft = ThumbStickDirection.Down;
            else if (thumbStickLeftVector.Y > ThumbStickSensitivity)
                ThumbStickLeft = ThumbStickDirection.Up;
            else if (thumbStickLeftVector.X > ThumbStickSensitivity)
                ThumbStickLeft = ThumbStickDirection.Right;
            else if (thumbStickLeftVector.X < -ThumbStickSensitivity)
                ThumbStickLeft = ThumbStickDirection.Left;
            else
                ThumbStickLeft = ThumbStickDirection.Center;

            // DEBUG
            //Console.Clear();
            //Console.WriteLine(ThumbStickLeft + " " + thumbStickLeftVector.X + ", " + thumbStickLeftVector.Y);

            base.Update(gameTime);
        }
示例#4
0
 public static bool IsThumbStickNewlyMoved(ThumbStick myThumbStick, ThumbStickDirection myDirection, int myPlayer)
 {
     if (newGamePads[myPlayer].IsConnected)
     {
         if (myThumbStick == ThumbStick.Left)
         {
             switch (myDirection)
             {
                 case ThumbStickDirection.up:
                     if (newGamePads[myPlayer].ThumbSticks.Left.Y > deadZone && oldGamePads[myPlayer].ThumbSticks.Left.Y < deadZone)
                     {
                         return true;
                     }
                     break;
                 case ThumbStickDirection.down:
                     if (newGamePads[myPlayer].ThumbSticks.Left.Y < -deadZone && oldGamePads[myPlayer].ThumbSticks.Left.Y > -deadZone)
                     {
                         return true;
                     }
                     break;
                 case ThumbStickDirection.left:
                     if (newGamePads[myPlayer].ThumbSticks.Left.X < -deadZone && oldGamePads[myPlayer].ThumbSticks.Left.X > -deadZone)
                     {
                         return true;
                     }
                     break;
                 case ThumbStickDirection.right:
                     if (newGamePads[myPlayer].ThumbSticks.Left.X > deadZone && oldGamePads[myPlayer].ThumbSticks.Left.X < deadZone)
                     {
                         return true;
                     }
                     break;
             }
         }
         if (myThumbStick == ThumbStick.Right)
         {
             switch (myDirection)
             {
                 case ThumbStickDirection.up:
                     if (newGamePads[myPlayer].ThumbSticks.Right.Y > deadZone && oldGamePads[myPlayer].ThumbSticks.Right.Y < deadZone)
                     {
                         return true;
                     }
                     break;
                 case ThumbStickDirection.down:
                     if (newGamePads[myPlayer].ThumbSticks.Right.Y < -deadZone && oldGamePads[myPlayer].ThumbSticks.Right.Y > -deadZone)
                     {
                         return true;
                     }
                     break;
                 case ThumbStickDirection.left:
                     if (newGamePads[myPlayer].ThumbSticks.Right.X < -deadZone && oldGamePads[myPlayer].ThumbSticks.Right.X > -deadZone)
                     {
                         return true;
                     }
                     break;
                 case ThumbStickDirection.right:
                     if (newGamePads[myPlayer].ThumbSticks.Right.X > deadZone && oldGamePads[myPlayer].ThumbSticks.Right.X < deadZone)
                     {
                         return true;
                     }
                     break;
             }
         }
     }
     return false;
 }