Tagged Questions
0
votes
1answer
139 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
87 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 || ...
6
votes
1answer
237 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
147 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 ...
-1
votes
2answers
1k views
C# XNA Handle mouse events?
I'm making a 2D game engine called Clixel over on GitHub. The problem I have relates to two classes, ClxMouse and ClxButton. In it I have a mouse class - the code for that can be viewed here.
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3
votes
1answer
964 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 ...