public void Update(GameTime gameTime)
{
KeyboardState keyState = Keyboard.GetState();
KeyboardState nullKey = new KeyboardState();
GamePadState padState_1 = GamePad.GetState(PlayerIndex.One);
GamePadState padState_2 = GamePad.GetState(PlayerIndex.Two);
GamePadState padState_3 = GamePad.GetState(PlayerIndex.Three);
GamePadState padState_4 = GamePad.GetState(PlayerIndex.Four);
updateSelection(padState_1, keyState, 0);
updateSelection(padState_2, keyState, 1);
updateSelection(padState_3, keyState, 2);
updateSelection(padState_4, keyState, 3);
/*var player1State = Keyboard.GetState();
var player2State = Keyboard.GetState();
var player3State = Keyboard.GetState();
var player4State = Keyboard.GetState();
player1.Update(player1State, GamePad.GetState(PlayerIndex.One), gameTime);
player2.Update(player2State, GamePad.GetState(PlayerIndex.Two), gameTime);
player3.Update(player3State, GamePad.GetState(PlayerIndex.Three), gameTime);
player4.Update(player4State, GamePad.GetState(PlayerIndex.Four), gameTime);*/
if (keyState.IsKeyUp(Keys.Enter) && padState_1.IsButtonUp(Buttons.Start))
{
prematureEnter = false;
}
if (keyState.IsKeyDown(Keys.Tab) && !tabPressed)
{
tabPressed = true;
currentPlayer = (currentPlayer + 1) % 4;
}
else if (keyState.IsKeyUp(Keys.Tab))
{
tabPressed = false;
}
}