I\'ve begun writing a game using XNA Framework and have hit some simple problem I do not know how to solve correctly.
I\'m displaying a menu using Texture2D and using th
Ranieri, what does that look like? I am having a hard time juggling these update cycles...
Hrmmm...
public static bool CheckKeyPress(Keys key)
{
return keyboardState.IsKeyUp(key) && lastKeyboardState.IsKeyDown(key);
}
SetStates() is private and it is called in the Update()
private static void SetStates()
{
lastKeyboardState = keyboardState;
keyboardState = Keyboard.GetState();
}
Here is the update...
public sealed override void Update(GameTime gameTime)
{
// Called to set the states of the input devices
SetStates();
base.Update(gameTime);
}
I've tried adding extra checks..
if (Xin.CheckKeyPress(Keys.Enter) ||
Xin.CheckButtonPress(Buttons.A))
{
if (Xin.LastKeyboardState != Xin.KeyboardState ||
Xin.LastGamePadState(PlayerIndex.One) != Xin.GamePadState(PlayerIndex.One))
{
doesn't seem to have any noticeable effects - I can't seem to slow down the menu confirmations,