refactor uses of gamepad / keyboard history
GitOrigin-RevId: ee4d881cb0aad41a0cdf8ac10aa9489b652384f4
This commit is contained in:
parent
307efa5f5b
commit
7fe248aecc
@ -20,8 +20,8 @@ namespace Jumpy {
|
||||
bool fullScreen = false;
|
||||
IDisplay display;
|
||||
|
||||
History<KeyboardState> keyboardHistory = new History<KeyboardState>(2);
|
||||
History<GamePadState> gamePadHistory = new History<GamePadState>(2);
|
||||
History<KeyboardState> keyboard = new History<KeyboardState>(2);
|
||||
History<GamePadState> gamePad = new History<GamePadState>(2);
|
||||
|
||||
FpsCounter fpsCounter = new FpsCounter();
|
||||
Player player;
|
||||
@ -61,20 +61,20 @@ namespace Jumpy {
|
||||
|
||||
// Updates the game world.
|
||||
protected override void Update(GameTime gameTime) {
|
||||
gamePadHistory.Add(GamePad.GetState(PlayerIndex.One));
|
||||
keyboardHistory.Add(Keyboard.GetState());
|
||||
gamePad.Add(GamePad.GetState(PlayerIndex.One));
|
||||
keyboard.Add(Keyboard.GetState());
|
||||
|
||||
if (gamePadHistory[0].Buttons.Start == ButtonState.Pressed ||
|
||||
keyboardHistory[0].IsKeyDown(Keys.Escape)) {
|
||||
if (keyboard[0].IsKeyDown(Keys.Escape) || gamePad[0].IsButtonDown(Buttons.Start)) {
|
||||
Exit();
|
||||
}
|
||||
|
||||
if (keyboardHistory[0].IsKeyDown(Keys.F12) && keyboardHistory[1].IsKeyUp(Keys.F12)) {
|
||||
if (keyboard[0].IsKeyDown(Keys.F12) && keyboard[1].IsKeyUp(Keys.F12) ||
|
||||
gamePad[0].IsButtonDown(Buttons.Back) && gamePad[1].IsButtonUp(Buttons.Back)) {
|
||||
fullScreen = !fullScreen;
|
||||
display.SetFullScreen(fullScreen);
|
||||
}
|
||||
|
||||
player.Update(gameTime, gamePadHistory);
|
||||
player.Update(gameTime, gamePad);
|
||||
|
||||
base.Update(gameTime);
|
||||
}
|
||||
|
@ -29,9 +29,8 @@ namespace Jumpy {
|
||||
this.texture = texture;
|
||||
}
|
||||
|
||||
public void Update(GameTime time, History<GamePadState> gamePadHistory) {
|
||||
GamePadState gamePad = gamePadHistory[0];
|
||||
if (gamePad.Buttons.A == ButtonState.Pressed && airState == AirState.Ground) {
|
||||
public void Update(GameTime time, History<GamePadState> gamePad) {
|
||||
if (gamePad[0].IsButtonDown(Buttons.A) && airState == AirState.Ground) {
|
||||
pose = Pose.Jumping;
|
||||
airState = AirState.Jumping;
|
||||
jumpTime = 0.5;
|
||||
@ -39,23 +38,23 @@ namespace Jumpy {
|
||||
return;
|
||||
}
|
||||
// TODO: only swing the sword if button newly pressed (no turbosword)
|
||||
if (gamePad.Buttons.X == ButtonState.Pressed && swordSwingTime <= 0) {
|
||||
if (gamePad[0].IsButtonDown(Buttons.X) && swordSwingTime <= 0) {
|
||||
pose = Pose.SwordSwing;
|
||||
swordSwingTime = 0.3;
|
||||
return;
|
||||
}
|
||||
Vector2 leftStick = gamePad.ThumbSticks.Left;
|
||||
if (gamePad.DPad.Left == ButtonState.Pressed || leftStick.X < -0.5) {
|
||||
Vector2 leftStick = gamePad[0].ThumbSticks.Left;
|
||||
if (gamePad[0].IsButtonDown(Buttons.DPadLeft) || leftStick.X < -0.5) {
|
||||
facing = Facing.Left;
|
||||
pose = Pose.Walking;
|
||||
position.X -= (int) (moveSpeed * (float) time.ElapsedGameTime.TotalSeconds);
|
||||
} else if (gamePad.DPad.Right == ButtonState.Pressed || leftStick.X > 0.5) {
|
||||
} else if (gamePad[0].IsButtonDown(Buttons.DPadRight) || leftStick.X > 0.5) {
|
||||
facing = Facing.Right;
|
||||
pose = Pose.Walking;
|
||||
position.X += (int) (moveSpeed * (float) time.ElapsedGameTime.TotalSeconds);
|
||||
} else if (gamePad.DPad.Down == ButtonState.Pressed || leftStick.Y < -0.5) {
|
||||
} else if (gamePad[0].IsButtonDown(Buttons.DPadDown) || leftStick.Y < -0.5) {
|
||||
pose = Pose.Crouching;
|
||||
} else if (gamePad.DPad.Up == ButtonState.Pressed || leftStick.Y > 0.5) {
|
||||
} else if (gamePad[0].IsButtonDown(Buttons.DPadUp) || leftStick.Y > 0.5) {
|
||||
pose = Pose.Stretching;
|
||||
} else {
|
||||
pose = Pose.Standing;
|
||||
|
Loading…
Reference in New Issue
Block a user