要取得第一個把手觸發的按鈕,可以宣告一個GamePadState類別,並且透過GamePad的GetState去取得狀態
GamePad的GetState的方法可以帶入指定的手把編號,手把編號可以透過PlayerIndex列舉去指定
GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
當第一個手把按下手把上的按鈕,就會將程式標題改成按鈕名稱
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace WindowsGame1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { private GraphicsDeviceManager graphics; private SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); GamePadState gamePadState = GamePad.GetState(PlayerIndex.One); //開始鈕 if (gamePadState.Buttons.Start == ButtonState.Pressed) { this.Window.Title = "Start"; } //A if (gamePadState.Buttons.A == ButtonState.Pressed) { this.Window.Title = "A"; } //B if (gamePadState.Buttons.B == ButtonState.Pressed) { this.Window.Title = "B"; } //X if (gamePadState.Buttons.X == ButtonState.Pressed) { this.Window.Title = "X"; } //Y if (gamePadState.Buttons.Y == ButtonState.Pressed) { this.Window.Title = "Y"; } //LB if (gamePadState.Buttons.LeftShoulder == ButtonState.Pressed) { this.Window.Title = "LeftShoulder"; } //LF if (gamePadState.Buttons.RightShoulder == ButtonState.Pressed) { this.Window.Title = "RightShoulder"; } //左搖桿 if (gamePadState.Buttons.LeftStick == ButtonState.Pressed) { this.Window.Title = "LeftStick"; } //右搖桿 if (gamePadState.Buttons.RightStick == ButtonState.Pressed) { this.Window.Title = "RightStick"; } //十字鍵 下 if (gamePadState.DPad.Down == ButtonState.Pressed) { this.Window.Title = "Down"; } //十字鍵 上 if (gamePadState.DPad.Up == ButtonState.Pressed) { this.Window.Title = "Up"; } //十字鍵 左 if (gamePadState.DPad.Left == ButtonState.Pressed) { this.Window.Title = "Left"; } //十字鍵 右 if (gamePadState.DPad.Right == ButtonState.Pressed) { this.Window.Title = "Right"; } // TODO: Add your update logic here base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here base.Draw(gameTime); } } }
參考資料:
http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.input.gamepadstate.aspx
http://msdn.microsoft.com/en-us/library/bb203900.aspx
http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.input.gamepadstate_members.aspx