Bugs fixed in this release
==========================
EngineManager013: GetFirstSpriteOfType() suffered same problem as EngineManager012, now fixed
Changes in this release
=======================
InputManager
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added - PadStatePrevious(), gives you the previously tested status of the selected pad
altered - xml description of PadState(), it wrongly said it updated the status when in fact it does not, it just retrieves the status for you.
The following two keyboard methods are provided to make accessing common keyboardstate information more straightforward.
added - KeyDown(), lets you test to see if a key is currently being pressed
added - KeyUp(), lets you test to see if a key is currently not being pressed
The following five game pad methods are provided to make accessing common game pad information more straightforward.
added - ButtonDown(), lets you test to see if a button is currently being pressed on the request pad
added - ButtonUp(), lets you test to see if a button is currently not being pressed on the request pad
added - PadConnected(), lets you test to see if a particular pad is connected, this is useful if you want to display either keyboard or game pad controls
added - Triggers(), retrieves the current trigger state for the selected pad (use inputM.Triggers(1).Left to get the amount of left trigger)
added - TriggersPrevious(), retreives the previous trigger state for the selected pad, useful if you want to determine any difference in pressure on triggers
added - ThumbSticks(), retrieves the current thumbstick state for the selected pad (use inputM.ThumbStick(1).Left.X to get the amount of horizontal movement of the left thumbstick)
added - ThumbSticksPrevious(), retrieves the previous thumstick state for the selected pad.
Wednesday, 10 February 2010
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