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#Actualfafase

Posted 24 August 2012 - 11:32 AM

Ok I fixed it, I think. At least it is reference. I figured it out. But I am not sure it works though. Is there a particualr process? Or is it just meant ti be called like a regular gamepad?

I have
[source lang="java"]using Soopah.Xna.Input;GamePadState gamePadState;public void Update(GameTime gameTime){ keyboard = Keyboard.GetState(); gamePadState = GamePad.GetState(PlayerIndex.One); if ( gamePadState.DPad.Left == ButtonState.Pressed) { position.X -= speed * gameTime.ElapsedGameTime.Milliseconds / 1000;}[/source]

but nothing moves...I do not get any error though.

#1fafase

Posted 24 August 2012 - 10:59 AM

Ok I fixed it, I think. At least it is reference. I figured it out. But I am not sure it works though. Is there a particualr process? Or is it just meant ti be called like a regular gamepad?

I have
[source lang="java"]using Soopah.Xna.Input;GamePadState gamePadState;public void Update(GameTime gameTime){ keyboard = Keyboard.GetState(); gamePadState = GamePad.GetState(PlayerIndex.One); if ( gamePadState.DPad.Left == ButtonState.Pressed) { position.X -= speed * gameTime.ElapsedGameTime.Milliseconds / 1000;[/source]

but nothing moves...I do not get any error though.

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