0
votes
1answer
202 views

How to prevent the player from clicking too fast [closed]

I'm having trouble with some bullets in my game, the M1911, which is supposed to be semi-auto is only capable of shooting one projectile per mouse click (trying to learn how to do multiple ones at ...
-1
votes
1answer
210 views

XNA Framework doesn't recognise controller [closed]

So just a little bit of XNA code: if (this.IsActive && (Keyboard.GetState().GetPressedKeys().Length > 0 || Mouse.GetState().LeftButton == ButtonState.Pressed || ...
9
votes
1answer
575 views

Portable buffered keyboard input for XNA / MonoGame?

As a preliminary solution, I am currently using the Nuclex framework in an C#/XNA game project for buffered keyboard input. Sadly, nuclex relies on SlimDX.Directinput.dll and therefore to my knowledge ...
0
votes
1answer
181 views

Supporting Multiple Input Devices

I'm currently developing a PC game with the assistance of XNA and I'm integrating keyboard and gamepad control support. Up until now I've only supported gamepad control, and finding an elegant way to ...
3
votes
1answer
1k views

XNA mouse position in windows forms

I am using this code in Update method in XNA RenderControl in Windows Forms: ... Mouse.WindowHandle = renderControl1.Handle; MouseState stat=Mouse.GetState(); ... Everything works fine but when I ...
6
votes
2answers
2k views

How are components properly instantiated and used in XNA 4.0?

I am creating a simple input component to hold on to actions and key states, and a short history of the last ten or so states. The idea is that everything that is interested in input will ask this ...