mirror of
https://github.com/TheRavenwoodArts/LunaLightXMG.git
synced 2026-07-30 21:55:03 -07:00
Brought over our player input code from GML into a PlayerInput.cs class.
This commit is contained in:
@@ -23,7 +23,8 @@ namespace LunaLightXMG
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// Test player input and movement with abstracted player class
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private Player player;
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// Player input
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private PlayerInput playerInput;
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// Native retro scale
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private int retroWidth = 320;
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private int retroHeight = 180;
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@@ -40,6 +41,7 @@ namespace LunaLightXMG
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// Test player input and movement with abstracted player class
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player = new Player();
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playerInput = new PlayerInput();
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}
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private void OnClientSizeChanged(object sender, EventArgs eventArgs)
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@@ -59,6 +61,8 @@ namespace LunaLightXMG
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graphics.PreferredBackBufferHeight = 1080;
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graphics.ApplyChanges();
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playerInput.HasControl = true; // Do we need this here?
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base.Initialize();
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CalculateRenderDestination();
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}
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@@ -96,7 +100,8 @@ namespace LunaLightXMG
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Exit();
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// Test player input and movement with abstracted player class
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player.Update(gameTime);
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playerInput.Update();
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player.Update(gameTime, playerInput);
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base.Update(gameTime);
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}
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@@ -1,7 +1,6 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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namespace LunaLightXMG
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{
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@@ -26,10 +25,6 @@ namespace LunaLightXMG
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// Player position
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public Vector2 Position;
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// Placeholder for key input states
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private bool keyLeft;
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private bool keyRight;
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// Constructor to initialize variables
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public Player()
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{
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@@ -54,24 +49,23 @@ namespace LunaLightXMG
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}
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// Update method to handle movement logic
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public void Update(GameTime gameTime)
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public void Update(GameTime gameTime, PlayerInput input)
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{
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HandleInput();
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Movement();
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Movement(input);
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// Update player position based on speed
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Position.X += hsp;
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Position.Y += vsp;
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}
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private void Movement()
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private void Movement(PlayerInput input)
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{
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// Horizontal movement with acceleration + wall jump delay
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wallJumpDelay = Math.Max(wallJumpDelay - 1, 0); // counts down every frame
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if (wallJumpDelay == 0) // no left-right control until delay is 0, prevents rapid wall climb
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{
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float moveH = (keyRight ? 1 : 0) - (keyLeft ? 1 : 0);
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float moveH = input.KeyRight - input.KeyLeft;
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hsp += moveH * hspAcc;
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if (moveH == 0)
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@@ -115,14 +109,6 @@ namespace LunaLightXMG
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return start;
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}
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// Placeholder for key input handling (to be connected to actual input handling logic)
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private void HandleInput()
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{
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KeyboardState keyboardState = Keyboard.GetState();
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keyLeft = keyboardState.IsKeyDown(Keys.A);
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keyRight = keyboardState.IsKeyDown(Keys.D);
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}
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public void Draw(SpriteBatch spriteBatch, Texture2D texture)
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{
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spriteBatch.Draw(texture, Position, Color.White);
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+115
@@ -0,0 +1,115 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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namespace LunaLightXMG
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{
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public class PlayerInput
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{
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public bool HasControl { get; set; }
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public bool Controller { get; set; }
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public bool CanDash { get; set; }
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public float KeyUp { get; private set; }
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public float KeyDown { get; private set; }
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public float KeyRight { get; private set; }
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public float KeyLeft { get; private set; }
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public bool KeyJump { get; private set; }
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public bool KeyDash { get; private set; }
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public bool KeyAttack { get; private set; }
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public bool KeyWallClimb { get; private set; }
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public void Update()
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{
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if (HasControl)
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{
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if (Controller)
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{
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// If using controller, switch to keyboard by pressing any key
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if (Keyboard.GetState().GetPressedKeys().Length > 0)
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{
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// Insert your logic to create the objMouseJoyStick instance
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Controller = false;
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}
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// Zero input each step
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KeyUp = 0;
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KeyDown = 0;
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KeyRight = 0;
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KeyLeft = 0;
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KeyJump = false;
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KeyDash = false;
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KeyAttack = false;
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KeyWallClimb = false;
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// Controller input (assuming Xbox controller)
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GamePadState gamepadState = GamePad.GetState(PlayerIndex.One);
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if (gamepadState.IsConnected)
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{
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float axisLH = gamepadState.ThumbSticks.Left.X;
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float axisLV = gamepadState.ThumbSticks.Left.Y;
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if (Math.Abs(axisLH) > 0.5f || Math.Abs(axisLV) > 0.5f)
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{
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KeyDown = Math.Max(axisLV, 0);
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KeyUp = Math.Abs(Math.Min(axisLV, 0));
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KeyLeft = Math.Abs(Math.Min(axisLH, 0)) > 0.5f ? Math.Abs(Math.Min(axisLH, 0)) : 0;
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KeyRight = Math.Max(axisLH, 0) > 0.5f ? Math.Max(axisLH, 0) : 0;
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}
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KeyJump = gamepadState.Buttons.A == ButtonState.Pressed;
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KeyWallClimb = gamepadState.Buttons.LeftShoulder == ButtonState.Pressed;
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KeyDash = gamepadState.Buttons.RightShoulder == ButtonState.Pressed;
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}
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}
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else
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{
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// If using keyboard, switch to controller by pressing the start button on the gamepad
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GamePadState gamepadState = GamePad.GetState(PlayerIndex.One);
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if (gamepadState.IsConnected && gamepadState.Buttons.Start == ButtonState.Pressed)
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{
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// Insert your logic to destroy the objMouseJoyStick instance
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Controller = true;
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}
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// Keyboard input
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KeyboardState keyboardState = Keyboard.GetState();
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KeyLeft = keyboardState.IsKeyDown(Keys.A) ? 1 : 0;
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KeyRight = keyboardState.IsKeyDown(Keys.D) ? 1 : 0;
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KeyUp = keyboardState.IsKeyDown(Keys.W) ? 1 : 0;
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KeyDown = keyboardState.IsKeyDown(Keys.S) ? 1 : 0;
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// Prevent superposition
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if (KeyLeft != 0 && KeyRight != 0)
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{
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KeyLeft = 0;
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KeyRight = 0;
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}
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if (KeyUp != 0 && KeyDown != 0)
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{
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KeyUp = 0;
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KeyDown = 0;
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}
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KeyJump = keyboardState.IsKeyDown(Keys.Space);
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KeyDash = Mouse.GetState().LeftButton == ButtonState.Pressed;
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//KeyAttack = Mouse.GetState().RightButton == ButtonState.Pressed;
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KeyWallClimb = keyboardState.IsKeyDown(Keys.LeftShift);
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}
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}
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else
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{
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// Zero input if player has no control
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KeyUp = 0;
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KeyDown = 0;
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KeyRight = 0;
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KeyLeft = 0;
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KeyJump = false;
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KeyDash = false;
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KeyAttack = false;
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KeyWallClimb = false;
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}
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}
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}
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}
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