54 lines
1.9 KiB
C#
54 lines
1.9 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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namespace SemiColinGames {
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struct Input {
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public bool Jump;
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public bool Attack;
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public Vector2 Motion;
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public bool Exit;
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public bool FullScreen;
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public bool Debug;
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public Input(GamePadState gamePad, KeyboardState keyboard) {
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// First we process normal buttons.
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Jump = gamePad.IsButtonDown(Buttons.A) || gamePad.IsButtonDown(Buttons.B) ||
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keyboard.IsKeyDown(Keys.J);
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Attack = gamePad.IsButtonDown(Buttons.X) || gamePad.IsButtonDown(Buttons.Y) ||
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keyboard.IsKeyDown(Keys.K);
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// Then special debugging sorts of buttons.
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Exit = gamePad.IsButtonDown(Buttons.Start) || keyboard.IsKeyDown(Keys.Escape);
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FullScreen = gamePad.IsButtonDown(Buttons.Back) || keyboard.IsKeyDown(Keys.F12) ||
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keyboard.IsKeyDown(Keys.OemPlus);
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Debug = gamePad.IsButtonDown(Buttons.LeftShoulder) || keyboard.IsKeyDown(Keys.OemMinus);
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// Then potential motion directions. If the player attempts to input opposite directions at
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// once (up & down or left & right), those inputs cancel out, resulting in no motion.
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Motion = new Vector2();
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Vector2 leftStick = gamePad.ThumbSticks.Left;
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bool left = leftStick.X < -0.5 || gamePad.IsButtonDown(Buttons.DPadLeft) ||
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keyboard.IsKeyDown(Keys.A);
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bool right = leftStick.X > 0.5 || gamePad.IsButtonDown(Buttons.DPadRight) ||
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keyboard.IsKeyDown(Keys.D);
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bool up = leftStick.Y > 0.5 || gamePad.IsButtonDown(Buttons.DPadUp) ||
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keyboard.IsKeyDown(Keys.W);
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bool down = leftStick.Y < -0.5 || gamePad.IsButtonDown(Buttons.DPadDown) ||
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keyboard.IsKeyDown(Keys.S);
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if (left && !right) {
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Motion.X = -1;
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}
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if (right && !left) {
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Motion.X = 1;
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}
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if (up && !down) {
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Motion.Y = 1;
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}
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if (down && !up) {
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Motion.Y = -1;
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}
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}
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}
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}
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