Add ability to move by a single pixel in DEBUG builds.
Fixes #15. Also enables the LeftShoulder + RightShoulder + [BUTTON] combos only while we're in DEBUG mode.
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@ -4,29 +4,40 @@ using Microsoft.Xna.Framework.Input;
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namespace SemiColinGames {
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public readonly struct Input {
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public readonly Vector2 Motion;
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// If true, the player's x-motion should be treated as an absolute number of pixels in a given
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// direction, regardless of modeled time. This is only enabled in DEBUG builds.
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public readonly bool IsAbsoluteMotion;
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public readonly bool Jump;
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public readonly bool Attack;
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public readonly bool Pause;
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public readonly bool Debug;
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// Button combos for Exit / Restart / FullScreen only work in DEBUG builds.
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// Keyboard controls always work for these actions.
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public readonly bool Exit;
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public readonly bool Restart;
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public readonly bool FullScreen;
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public Input(GamePadState gamePad, KeyboardState keyboard) {
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Motion = new Vector2();
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IsAbsoluteMotion = false;
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// We check for debugging buttons first. If any are pressed, we suppress normal input;
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// other button-presses correspond to special debugging things.
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Exit = keyboard.IsKeyDown(Keys.Escape);
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Restart = keyboard.IsKeyDown(Keys.F5);
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FullScreen = keyboard.IsKeyDown(Keys.F12);
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#if DEBUG
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if (gamePad.IsButtonDown(Buttons.LeftShoulder) &&
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gamePad.IsButtonDown(Buttons.RightShoulder)) {
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IsAbsoluteMotion = true;
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Exit |= gamePad.IsButtonDown(Buttons.Start);
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Restart |= gamePad.IsButtonDown(Buttons.Back);
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FullScreen |= gamePad.IsButtonDown(Buttons.Y);
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}
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#endif
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if (Exit || Restart || FullScreen) {
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Jump = false;
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Attack = false;
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@ -67,6 +78,7 @@ namespace SemiColinGames {
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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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@ -189,6 +189,15 @@ namespace SemiColinGames {
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result.Y = ySpeed * modelTime;
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ySpeed += gravity * modelTime;
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swordSwingTime -= modelTime;
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if (input[0].IsAbsoluteMotion) {
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if (input[1].Motion.X == 0) {
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result.X = input[0].Motion.X;
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} else {
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result.X = 0;
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}
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}
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return result;
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}
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