Added basic AppManager and inputManager
Deleted Game1, because it is AppManager Added TODOs TODO: Uncomment AbstractGUI when merged with GUIBranch Uncomment server and client when merged with serverBranch
This commit is contained in:
parent
d6c8b11e6f
commit
fc18c517fb
4 changed files with 348 additions and 53 deletions
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@ -1,52 +0,0 @@
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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 ZoFo;
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public class Game1 : Game
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{
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private GraphicsDeviceManager _graphics;
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private SpriteBatch _spriteBatch;
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public Game1()
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{
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_graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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IsMouseVisible = true;
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}
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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base.Initialize();
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}
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protected override void LoadContent()
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{
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_spriteBatch = new SpriteBatch(GraphicsDevice);
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// TODO: use this.Content to load your game content here
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}
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
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Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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// TODO: Add your update logic here
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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// TODO: Add your drawing code here
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base.Draw(gameTime);
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}
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}
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118
ZoFo/GameCore/GameManagers/AppManager.cs
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118
ZoFo/GameCore/GameManagers/AppManager.cs
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@ -0,0 +1,118 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection.Metadata;
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using System.Text;
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using System.Threading.Tasks;
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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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using static System.Collections.Specialized.BitVector32;
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namespace ZoFo.GameCore.GameManagers
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{
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public enum GameState { NotPlaying, HostPlaying, ClientPlaying }
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public class AppManager : Game
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{
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private GraphicsDeviceManager _graphics;
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private SpriteBatch _spriteBatch;
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public static AppManager Instance { get; private set; }
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public GameState gamestate;
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//public AbstractGUI currentGUI;
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//public Client client;
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//public Server server;
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#region Managers
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public InputManager InputManager;
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#endregion
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public AppManager()
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{
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_graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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IsMouseVisible = true;
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Instance = this;
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InputManager = new InputManager();
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}
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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base.Initialize();
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}
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protected override void LoadContent()
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{
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_spriteBatch = new SpriteBatch(GraphicsDevice);
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// TODO: use this.Content to load your game content here
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}
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
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Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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InputManager.Update();
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//currentGUI.Update();
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switch (gamestate)
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{
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case GameState.NotPlaying:
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break;
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case GameState.HostPlaying:
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//client.Update(GameTime gameTime);
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break;
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case GameState.ClientPlaying:
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//server.Update(GameTime gameTime);
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break;
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default:
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break;
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}
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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//currentGUI.Draw(_spriteBatch);
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switch (gamestate)
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{
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case GameState.ClientPlaying:
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case GameState.HostPlaying:
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//client.Draw(_spriteBatch);
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break;
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case GameState.NotPlaying:
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default:
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break;
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}
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base.Draw(gameTime);
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}
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public void ChangeState(GameState gameState)
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{
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this.gamestate = gameState;
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}
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public void SetGUI(/*AbstractGUI gui*/)
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{
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//currentGUI = gui
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//TODO
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}
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public void GameEnded(Dictionary<string, int> lootIGot)
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{
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//TODO
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}
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}
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}
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229
ZoFo/GameCore/GameManagers/InputManager.cs
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229
ZoFo/GameCore/GameManagers/InputManager.cs
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@ -0,0 +1,229 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ZoFo.GameCore.GameManagers
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{
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public enum ScopeState { Up, Middle, Down }
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public enum ControlsState { Gamepad, Keyboard }
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public class InputManager
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{
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public delegate void Delegat();
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public event Delegat MovEventJump;
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public event Delegat MovEventDown;
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public event Delegat ShootEvent;
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Vector2 vectorMovementDirection;
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ScopeState scopeState; // Положение оружия. Up, Middle, Down.
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ControlsState controlsState;
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private bool _overrideControls = false;
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private bool _cheatsEnabled = false;
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public bool InvincibilityCheat { get; private set; } = false;
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public bool CollisionsCheat { get; private set; } = false;
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public bool InfiniteAmmoCheat { get; private set; } = false;
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private bool isJumpDown; // Блокирует физическое нажатие прыжка и спуска
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private bool isShoot;
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private KeyboardState lastKeyboardState;
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private GamePadState lastGamePadState;
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public Vector2 VectorMovementDirection { get => vectorMovementDirection; }
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public ScopeState ScopeState { get => scopeState; }
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public string currentControlsState;
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public InputManager()
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{
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this.isJumpDown = false;
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this.isShoot = false;
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scopeState = ScopeState.Middle;
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controlsState = ControlsState.Keyboard;
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vectorMovementDirection = new Vector2(0, 0);
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}
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public void Update()
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{
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if (_cheatsEnabled)
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{
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//AppManager.Instance.DebugHUD.Set("cheats", _cheatsEnabled.ToString());
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//AppManager.Instance.DebugHUD.Set("invincible", InvincibilityCheat.ToString());
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//AppManager.Instance.DebugHUD.Set("infinite ammo", InfiniteAmmoCheat.ToString()); //TODO
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}
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#region Работа с GamePad
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if (_overrideControls ? controlsState == ControlsState.Gamepad : GamePad.GetState(0).IsConnected)
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{
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controlsState = ControlsState.Gamepad;
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#region Обработка гейм-пада. Задает Vector2 vectorMovementDirection являющийся вектором отклонения левого стика.
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GamePadState gamePadState = GamePad.GetState(0);
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vectorMovementDirection = gamePadState.ThumbSticks.Left;
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#endregion
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#region читы
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if (gamePadState.Triggers.Left >= 0.9 && gamePadState.Triggers.Right >= 0.9)
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_cheatsEnabled = true;
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if (_cheatsEnabled)
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{
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if (gamePadState.Buttons.Y == ButtonState.Pressed && lastGamePadState.Buttons.Y == ButtonState.Released)
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InvincibilityCheat = !InvincibilityCheat;
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if (gamePadState.Buttons.B == ButtonState.Pressed && lastGamePadState.Buttons.B == ButtonState.Released)
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CollisionsCheat = !CollisionsCheat;
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//TODO: infinite ammo cheat by gamepad
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}
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#endregion // Cheats
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#region Обработка нажатия прыжка и спуска. Вызывает события MovEvent.
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if (vectorMovementDirection.Y < -0.2 && gamePadState.Buttons.A == ButtonState.Pressed && !isJumpDown)
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{
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isJumpDown = true;
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MovEventDown?.Invoke();
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Debug.WriteLine("Спуск");
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}
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else if (gamePadState.Buttons.A == ButtonState.Pressed && lastGamePadState.Buttons.A == ButtonState.Released)
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{
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MovEventJump?.Invoke();
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Debug.WriteLine("Прыжок");
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}
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#endregion
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#region Обработка положения оружия. Задает значение полю scopeState.
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if (vectorMovementDirection.Y >= 0.7)
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{
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scopeState = ScopeState.Up;
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}
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else if (vectorMovementDirection.Y <= -0.7 && !isJumpDown)
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{
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scopeState = ScopeState.Down;
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}
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else
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{
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scopeState = ScopeState.Middle;
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}
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#endregion
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#region Обработка нажатия выстрела. Вызывает событие ShootEvent
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if (gamePadState.Buttons.X == ButtonState.Pressed && !isJumpDown && !isShoot)
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{
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isShoot = true;
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ShootEvent?.Invoke();
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Debug.WriteLine("Выстрел");
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}
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else if (gamePadState.Buttons.X == ButtonState.Released && !isJumpDown)
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{
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isShoot = false;
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}
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#endregion
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lastGamePadState = gamePadState;
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}
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#endregion
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#region Работа с KeyBoard
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else
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{
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controlsState = ControlsState.Keyboard;
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#region Состояние клавиатуры
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KeyboardState keyBoardState = Keyboard.GetState(); // Состояние клавиатуры
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#endregion
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#region читы
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if (keyBoardState.IsKeyDown(Keys.LeftShift) && keyBoardState.IsKeyDown(Keys.RightShift))
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_cheatsEnabled = true;
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if (_cheatsEnabled)
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{
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if (keyBoardState.IsKeyDown(Keys.I) && lastKeyboardState.IsKeyUp(Keys.I))
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InvincibilityCheat = !InvincibilityCheat;
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if (keyBoardState.IsKeyDown(Keys.C) && lastKeyboardState.IsKeyUp(Keys.C))
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CollisionsCheat = !CollisionsCheat;
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if (keyBoardState.IsKeyDown(Keys.N) && lastKeyboardState.IsKeyUp(Keys.N))
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InfiniteAmmoCheat = !InfiniteAmmoCheat;
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List<Keys> lvls = new List<Keys>() { Keys.D0, Keys.D1, Keys.D2, Keys.D3, Keys.D4, Keys.D5, Keys.D6, Keys.D7, Keys.D8, Keys.D9 };
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for (int i = 0; i < lvls.Count; i++)
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{
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//if (keyBoardState.IsKeyDown(lvls[i]) && lastKeyboardState.IsKeyUp(lvls[i])) //TODO
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// AppManager.Instance.Restart($"lvl{i}");
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}
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}
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#endregion // Cheats
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#region Обработка движения вправо-влево. Меняет у вектора vectorMovementDirection значение X на -1/0/1.
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if (keyBoardState.IsKeyDown(Keys.Left))
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{
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vectorMovementDirection.X = -1;
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}
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else if (keyBoardState.IsKeyDown(Keys.Right))
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{
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vectorMovementDirection.X = 1;
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}
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else
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{
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vectorMovementDirection.X = 0;
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}
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#endregion
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#region Обработка прыжка и спуска. Вызываются события MovEvent.
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if (keyBoardState.IsKeyDown(Keys.LeftShift) && !isJumpDown && keyBoardState.IsKeyDown(Keys.Down))
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{
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isJumpDown = true;
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MovEventDown?.Invoke();
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Debug.WriteLine("Спуск");
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}
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else if (keyBoardState.IsKeyDown(Keys.LeftShift) && !isJumpDown)
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{
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isJumpDown = true;
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MovEventJump?.Invoke();
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Debug.WriteLine("Прыжок");
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}
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else if (keyBoardState.IsKeyUp(Keys.LeftShift))
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{
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isJumpDown = false;
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}
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#endregion
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#region Обработка положения оружия. Задает значение полю scopeState.
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if (keyBoardState.IsKeyDown(Keys.Up))
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{
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scopeState = ScopeState.Up;
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}
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else if (keyBoardState.IsKeyDown(Keys.Down) && !isJumpDown)
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{
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scopeState = ScopeState.Down;
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}
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else
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{
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scopeState = ScopeState.Middle;
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}
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#endregion
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#region Обработка нажатия выстрела. Вызывает событие ShootEvent
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if (keyBoardState.IsKeyDown(Keys.X) && !isJumpDown && !isShoot)
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{
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isShoot = true;
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ShootEvent?.Invoke();
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Debug.WriteLine("Выстрел");
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}
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else if (keyBoardState.IsKeyUp(Keys.X) && !isJumpDown)
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{
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isShoot = false;
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}
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#endregion
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SetState(ControlsState.Keyboard);
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lastKeyboardState = keyBoardState;
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}
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#endregion
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}
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public void SetState(ControlsState controlsState)
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{
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currentControlsState = controlsState.ToString();
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}
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}
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}
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@ -1,2 +1,2 @@
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using var game = new ZoFo.Game1();
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using var game = new ZoFo.GameCore.GameManagers.AppManager();
|
||||||
game.Run();
|
game.Run();
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Reference in a new issue