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Old 05-22-2008, 03:58 PM   #45 (permalink)
Red Sky
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well, i added all of that code and it works pretty well
I don't see any need to do it differently, I mean it does everything that the d-pad should do. You don't need to worry about sensitivity like you do for touch or anything.

add this to the area stated by Pauliver
Code:
if (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).DPad.Down == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
                {
                    Y -=1;
                }
                if (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).DPad.Up == ButtonState.Pressed)
                {
                    Y += 1;
                }
                if (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).DPad.Left == ButtonState.Pressed)
                {
                    X -= 1;
                }
                if (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).DPad.Right == ButtonState.Pressed)
                {
                    X += 1;
                }





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