/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here controllerList = new List <IController>(); KeyboardController keyboard = new KeyboardController(this); GamePadController gamepad = new GamePadController(this); keyboard.RegisterCommand(Keys.Q, new QuitCommand(this)); keyboard.RegisterCommand(Keys.W, new StaticCommand(this)); keyboard.RegisterCommand(Keys.E, new AnimatedNotMovingCommand(this)); keyboard.RegisterCommand(Keys.R, new MovingNotAnimatedCommand(this)); keyboard.RegisterCommand(Keys.T, new AnimatedAndMovingCommand(this)); gamepad.RegisterCommand(Buttons.Start, new QuitCommand(this)); gamepad.RegisterCommand(Buttons.A, new StaticCommand(this)); gamepad.RegisterCommand(Buttons.B, new AnimatedAndMovingCommand(this)); gamepad.RegisterCommand(Buttons.X, new MovingNotAnimatedCommand(this)); gamepad.RegisterCommand(Buttons.Y, new AnimatedAndMovingCommand(this)); this.controllerList.Add(keyboard); this.controllerList.Add(gamepad); startPosition = new Vector2(InitialPosX, InitialPosY); base.Initialize(); }
protected void RegisterCommands() { keyboard.RegisterCommand(Keys.Q, new EndGameCommand(this)); keyboard.RegisterCommand(Keys.W, new StandingInPlaceTidusCommand(this)); keyboard.RegisterCommand(Keys.E, new FixedAnimatedTidusCommand(this)); keyboard.RegisterCommand(Keys.R, new KillTidusCommand(this)); keyboard.RegisterCommand(Keys.T, new MovingAnimatedTidusCommand(this)); gamepad.RegisterCommand(Buttons.Start, new EndGameCommand(this)); gamepad.RegisterCommand(Buttons.A, new StandingInPlaceTidusCommand(this)); gamepad.RegisterCommand(Buttons.B, new FixedAnimatedTidusCommand(this)); gamepad.RegisterCommand(Buttons.X, new KillTidusCommand(this)); gamepad.RegisterCommand(Buttons.Y, new MovingAnimatedTidusCommand(this)); }