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This means that the Update method must perform a test along the lines of if the button was up last time and is down now, the counter must be increased. The Update method needs to know the state of the button the last time it was called. It can then test to see if the button state has changed since it was called the last time. You can declare a GamePadState variable to hold this information and create an Update method as follows:
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GamePadState oldpad1; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back==ButtonState.Pressed) this.Exit(); GamePadState pad1 = GamePad.GetState(PlayerIndex.One); if (pad1.Buttons.Start == ButtonState.Pressed) { count = 0; oldpad1 = pad1; } if (oldpad1.Buttons.B == ButtonState.Released && { count++; } oldpad1 = pad1; base.Update(gameTime); } pad1.Buttons.B == ButtonState.Pressed)
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The variable oldpad1 holds the previous state of the gamepad; at the end of the method you store the current pad state in it. The test for the edge makes use of the AND (&&) logical operator. Only if the previous state of the button was up AND the current state is down is the count value increased. You ve already seen the OR (||) logical operator, which causes a condition to be true if one or the other condition is true (or both are true). The AND operator is used in the same way but produces a true result if the conditions on each side of it are both true. When the player presses Start to begin the game, the value of oldPad1 is set to the current pad state so that only changes to the gamepad after Start was pressed are registered.
This code is quite simple, but you need to understand exactly how it works. Make sure that you can follow what is going on: the way that Update is called 60 times a second and the way the method makes a copy of the previous gamepad settings at the end of each call.
Note
If you had a really fast player who could press and release a button more than 60 times a second, your program would not detect this, as the up and down events would occur in between two calls to the Update method.
Level and Edge Detectors
The code in the previous section is an edge detector in that it detects a change from one state to another. This is the kind of code that you would use to detect when a game player selects an option or presses a switch. Up until now, you have used the buttons as level detectors in that only whether a button is up or down has been significant. When you design the controls for a game, you need to decide what kind of input you re using for the control. If you re creating a driving game, you d use a level-based signal to control whether the accelerator was pressed and perhaps an edge-triggered signal to control the gear selections made by the player.
Constructing the Complete Game
Now that you know how to make edge detectors, you can go on and create the button-counting code for all 16 buttons in the game. The best way to organize these is to track and examine each controller in turn. For each controller, you ll need some variables to hold information about the gamepad and the buttons.
// Gamepad 1 GamePadState pad1; GamePadState oldpad1; int acount1; int bcount1; int xcount1; int ycount1; Vector2 apos1 = new Vector2(150, Vector2 bpos1 = new Vector2(200, Vector2 xpos1 = new Vector2(100, Vector2 ypos1 = new Vector2(150,
250); 200); 200); 150);
6
Creating a Multiplayer Game
The top two variables hold the gamepad states. The variable pad1 holds the state of the gamepad during a call of Update. The variable oldPad1 holds the value from the previous call of Update. Then there are counters for each of the buttons on the gamepad. Finally, there are four vectors that will position the counters on the screen. The code that runs in the Update method is a variation on the edge detector that you saw previously but is extended to handle all the buttons on the gamepad.
pad1 = GamePad.GetState(PlayerIndex.One); if (pad1.IsConnected) { if (pad1.Buttons.Start == ButtonState.Pressed) { acount1 = 0; bcount1 = 0; xcount1 = 0; ycount1 = 0; oldpad1 = pad1; } if (oldpad1.Buttons.A == ButtonState.Released && pad1.Buttons.A == ButtonState.Pressed) { acount1++; } if (oldpad1.Buttons.B == ButtonState.Released && pad1.Buttons.B == ButtonState.Pressed) { bcount1++; } if (oldpad1.Buttons.X == ButtonState.Released && pad1.Buttons.X == ButtonState.Pressed) { xcount1++; } if (oldpad1.Buttons.Y == ButtonState.Released && pad1.Buttons.Y == ButtonState.Pressed) { ycount1++; } oldpad1 = pad1; }
This code makes use of the IsConnected property of the GamePadState structure. This property is true only if the gamepad is active, meaning that the program will update the values for the gamepad only when it is connected. Now that you have the game behavior working, you need to add the display part of the game code in the Draw method (and remove the countString and countVector variables declared earlier).
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