public override void HandleInput(GameTime gameTime, InputState input) { //// get all of our input states keyboardState = Keyboard.GetState(); touchState = TouchPanel.GetState(); accelerometerState = Accelerometer.GetState(); if (maze.player.IsAlive == false) { if (keyboardState.IsKeyDown(Keys.Space) || gamePadState.IsButtonDown(Buttons.A) || touchState.AnyTouch() == true) { maze.StartRoom().StartNewLife(); } } bool continuePressed = keyboardState.IsKeyDown(Keys.Space) || gamePadState.IsButtonDown(Buttons.A) || touchState.AnyTouch(); wasContinuePressed = continuePressed; }
/// <summary> /// Gets player horizontal movement and jump commands from input. /// </summary> private Enumeration.Input GetInput ( KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation ) { if (spriteState.Value().Priority == Enumeration.PriorityState.Force) { return(Enumeration.Input.none); } //////// // CHEAT DEBUG ///////// if (PoP.CONFIG_DEBUG == true) { if (keyboardState.IsKeyDown(Keys.NumPad8)) { myRoom = myRoom.Up; return(Enumeration.Input.none); } if (keyboardState.IsKeyDown(Keys.NumPad2)) { myRoom = myRoom.Down; return(Enumeration.Input.none); } if (keyboardState.IsKeyDown(Keys.NumPad4)) { myRoom = myRoom.Left; return(Enumeration.Input.none); } if (keyboardState.IsKeyDown(Keys.NumPad6)) { myRoom = myRoom.Right; return(Enumeration.Input.none); } if (keyboardState.IsKeyDown(Keys.NumPad0)) { Maze.StartRoom().StartNewLife(); return(Enumeration.Input.none); } if (keyboardState.IsKeyDown(Keys.OemMinus)) { AnimationSequence.frameRate = AnimationSequence.frameRate - 0.1f; return(Enumeration.Input.none); } if (keyboardState.IsKeyDown(Keys.OemPlus)) { AnimationSequence.frameRate = AnimationSequence.frameRate + 0.1f; return(Enumeration.Input.none); } if (keyboardState.IsKeyDown(Keys.NumPad5)) { //Maze.player.Resheathe(); Maze.player.Sword = true; Maze.player.LivePoints = 15; Maze.player.Energy = 15; return(Enumeration.Input.none); } if (keyboardState.IsKeyDown(Keys.Add)) { Maze.NextLevel(); } if (keyboardState.IsKeyDown(Keys.Subtract)) { Maze.PreviousLevel(); } } ////////// //TouchControl ////////// if (touchState.Count != 0) { return(GetTouchInput(touchState)); } return(GetKeyboardInput(keyboardState)); }