public override bool Down() { return(Key.Down() || Button.Down()); }
public override void Update(GameTime gt) { if (AutoSwitchInputs) //Switch the inputs { if (Input != MovementInput.Analog && AnalogStickMoved()) { Input = MovementInput.Analog; EntityGame.Log.Write("Input switched to Analog", this, Alert.Info); } else if (Input != MovementInput.Buttons && ButtonPressed()) { Input = MovementInput.Buttons; EntityGame.Log.Write("Input switched to Buttons", this, Alert.Info); } } switch (Input) { case MovementInput.Analog: if (!HasFocus && (AnalogStickMoved() || SelectKey.Down())) { GetFocus(this); } if (HasFocus) { //TODO: Use normalized positition for this. Position = new Vector2(Position.X + AnalogStick.Position.X * MovementSpeed.X, Position.Y - AnalogStick.Position.Y * MovementSpeed.Y); //Move it with the camera. //Position += EntityGame.Camera.Delta; //Keep it from leaving the bounds of the window. if (Body.Position.X < EntityGame.ActiveCamera.ScreenSpace.Left) { Body.Position.X = EntityGame.ActiveCamera.ScreenSpace.Left; } else if (Body.BoundingRect.Right > EntityGame.ActiveCamera.ScreenSpace.Right) { Body.Position.X = EntityGame.ActiveCamera.ScreenSpace.Right - Body.Bounds.X; } if (Body.Position.Y < EntityGame.ActiveCamera.ScreenSpace.Top) { Body.Position.Y = EntityGame.ActiveCamera.ScreenSpace.Top; } else if (Body.BoundingRect.Bottom > EntityGame.ActiveCamera.ScreenSpace.Bottom) { Body.Position.Y = EntityGame.ActiveCamera.ScreenSpace.Bottom - Body.Bounds.Y; } } break; case MovementInput.Buttons: if (!HasFocus && ButtonPressed() || SelectKey.Down()) { GetFocus(this); } if (HasFocus) { Position = new Vector2( Position.X + ((LeftKey.Down()) ? -MovementSpeed.X : 0) + ((RightKey.Down()) ? MovementSpeed.X : 0), Position.Y + ((UpKey.Down()) ? -MovementSpeed.Y : 0) + ((DownKey.Down()) ? MovementSpeed.Y : 0) ); //Move it with the camera. Position += EntityGame.ActiveCamera.Delta; //Keep it from leaving the bounds of the window. if (Body.Position.X < EntityGame.ActiveCamera.ScreenSpace.Left) { Body.Position.X = EntityGame.ActiveCamera.ScreenSpace.Left; } else if (Body.BoundingRect.Right > EntityGame.ActiveCamera.ScreenSpace.Right) { Body.Position.X = EntityGame.ActiveCamera.ScreenSpace.Right - Body.Bounds.X; } if (Body.Position.Y < EntityGame.ActiveCamera.ScreenSpace.Top) { Body.Position.Y = EntityGame.ActiveCamera.ScreenSpace.Top; } else if (Body.BoundingRect.Bottom > EntityGame.ActiveCamera.ScreenSpace.Bottom) { Body.Position.Y = EntityGame.ActiveCamera.ScreenSpace.Bottom - Body.Bounds.Y; } } break; } base.Update(gt); }