Beispiel #1
0
 internal void Update(float deltaTime, KeyboardState keyboard)
 {
     if (keyboard.IsKeyReleased(Keys.D5))
     {
         _model.giveCash();
     }
 }
        public override async void Update(TimeSpan time)
        {
            base.Update(time);

            if (KeyboardState.IsKeyReleased(Keys.Enter))
            {
                await ButtonOnClick();
            }
        }
Beispiel #3
0
 protected override void OnUpdateFrame(FrameEventArgs args)
 {
     if (KeyboardState.IsKeyReleased(Keys.V))
     {
         isInvisible = !isInvisible;
         interval    = 0;
     }
     if (KeyboardState.IsKeyReleased(Keys.R))
     {
         Console.WriteLine("Reset");
         point_count           = 0;
         mouse_click           = 0;
         _vertices_line        = new float[500];
         _vertice_bezier_count = 0;
         calculate             = 0;
         interval = 1000;
     }
     if (KeyboardState.IsKeyReleased(Keys.W))
     {
         if (n >= 2 && n < 4)
         {
             n++;
             point_count           = 0;
             mouse_click           = 0;
             _vertices_line        = new float[500];
             _vertice_bezier_count = 0;
             calculate             = 0;
             Console.WriteLine("Titik kontrol: " + n);
         }
     }
     if (KeyboardState.IsKeyReleased(Keys.S))
     {
         if (n <= 4 && n > 2)
         {
             n--;
             point_count           = 0;
             mouse_click           = 0;
             _vertices_line        = new float[500];
             _vertice_bezier_count = 0;
             calculate             = 0;
             Console.WriteLine("Titik kontrol: " + n);
         }
     }
     if (KeyboardState.IsKeyReleased(Keys.D))
     {
         interval += 10;
         Console.WriteLine("Interval: " + interval);
     }
     if (KeyboardState.IsKeyReleased(Keys.A))
     {
         interval -= 10;
         Console.WriteLine("Interval: " + interval);
     }
     base.OnUpdateFrame(args);
 }
 public static void HandleKeys()
 {
     if (KeyboardState.IsKeyReleased(openMap))
     {
         if (Program.CurrentState is Play play && play.PlayMode == PlayMode.Roguelike)
         {
             Program.CurrentState = new ViewWorld(true);
         }
         else if (Program.CurrentState is ViewWorld)
         {
             Program.AudioEngine.PlaySound(Program.AudioEngine.CachedSoundFX["closeMap"]);
             Program.CurrentState = new Play();
         }
     }
Beispiel #5
0
        protected override void OnUpdateFrame(FrameEventArgs args)
        {
            if (play)
            {
                Object3D[curr - 1].Rotate(0.0f, -0.1f, 0.0f);
            }

            if (KeyboardState.IsKeyReleased(Keys.S))
            {
                play = !play;
            }

            SlideShowAnimation();
            base.OnUpdateFrame(args);
        }
Beispiel #6
0
        /// <summary>
        /// Update method
        /// </summary>
        /// <param name="gameTime"></param>
        protected override void Update(TimeSpan gameTime)
        {
            KeyboardState currentKeyboardState = this.input.KeyboardState;

            if (currentKeyboardState.IsConnected)
            {
                if (currentKeyboardState.IsKeyPressed(Keys.Q) &&
                    lastKeyboardState.IsKeyReleased(Keys.Q))
                {
                    this.ThrowProjectile();
                }

                if (currentKeyboardState.IsKeyPressed(Keys.A))
                {
                    this.revoluteJoint2D.MotorSpeed = 1;
                }
                else if (currentKeyboardState.IsKeyPressed(Keys.D))
                {
                    this.revoluteJoint2D.MotorSpeed = -1;
                }
                else
                {
                    this.revoluteJoint2D.MotorSpeed = 0;
                }

                if (currentKeyboardState.IsKeyPressed(Keys.W))
                {
                    this.Force += 10;
                }
                else if (currentKeyboardState.IsKeyPressed(Keys.S))
                {
                    this.Force -= 10;
                    if (this.Force < 0)
                    {
                        this.Force = 0;
                    }
                }

                this.lastKeyboardState = currentKeyboardState;
            }
        }
Beispiel #7
0
 public bool IsKeyReleased(KeyboardState keyboard, MouseState mouse)
 {
     return(keys.Exists((key) => keyboard.IsKeyReleased(key)) ||
            mouseEnum.Exists(m => !IsKeyPressed(mouse, m)));
 }
Beispiel #8
0
 public bool IsKeyReleased(Key key)
 {
     return(_nativeKeyboard.IsKeyReleased((Keys)key));
 }
Beispiel #9
0
 public bool IsKeyReleased(Keys key)
 {
     return(state.IsKeyReleased(key));
 }
Beispiel #10
0
        protected override void OnUpdateFrame(FrameEventArgs e)
        {
#if (DEBUG)
            using (new DisposableStopwatch(MethodBase.GetCurrentMethod().Name, true))
#endif
            {
                if (IsFocused)
                {
                    KeyboardState keyInput = KeyboardState;

                    if (keyInput.IsKeyReleased(Keys.F))
                    {
                        ToggleFullscreen();
                    }
                    if (keyInput.IsKeyReleased(Keys.R))
                    {
                        ToggleStars();
                    }
                    if (keyInput.IsKeyReleased(Keys.C))
                    {
                        ToggleCaptureType();
                    }

                    if (keyInput.IsAnyKeyDown)
                    {
                        if (keyInput.IsKeyDown(Keys.Escape))
                        {
                            Close();
                        }

                        if (keyInput.IsKeyDown(Keys.W))
                        {
                            camera.Position += camera.Front * CAMERA_SPEED * (float)e.Time; // Forward
                        }

                        if (keyInput.IsKeyDown(Keys.S))
                        {
                            camera.Position -= camera.Front * CAMERA_SPEED * (float)e.Time; // Backwards
                        }
                        if (keyInput.IsKeyDown(Keys.A))
                        {
                            camera.Position -= camera.Right * CAMERA_SPEED * (float)e.Time; // Left
                        }
                        if (keyInput.IsKeyDown(Keys.D))
                        {
                            camera.Position += camera.Right * CAMERA_SPEED * (float)e.Time; // Right
                        }
                        if (keyInput.IsKeyDown(Keys.Space))
                        {
                            camera.Position += camera.Up * CAMERA_SPEED * (float)e.Time; // Up
                        }
                        if (keyInput.IsKeyDown(Keys.LeftShift))
                        {
                            camera.Position -= camera.Up * CAMERA_SPEED * (float)e.Time; // Down
                        }
                        if (keyInput.IsKeyDown(Keys.E))
                        {
                            stars.ChangeRotationSpeed(1);
                        }
                        if (keyInput.IsKeyDown(Keys.T))
                        {
                            stars.ChangeRotationSpeed(-1);
                        }
                    }
                    // Apply the camera pitch and yaw (we clamp the pitch in the camera class)
                    camera.Yaw   += (MouseState.X - MouseState.PreviousX) * MOUSE_SENSITIVITY;
                    camera.Pitch -= (MouseState.Y - MouseState.PreviousY) * MOUSE_SENSITIVITY; // reversed since y-coordinates range from bottom to top
                }
                base.OnUpdateFrame(e);
            }
        }
Beispiel #11
0
 public bool IsKeyReleased(MKeys key)
 {
     return(_keyboardState.IsKeyReleased((Keys)key));
 }
Beispiel #12
0
        private void SlideShowAnimation()
        {
            // this whole part is transition animation
            if (KeyboardState.IsKeyReleased(Keys.A) && slide_right == false)
            {
                if (curr <= 1)
                {
                    return;
                }
                Console.WriteLine(Keys.A);
                slide_left = true;
                --curr;
            }


            if (KeyboardState.IsKeyReleased(Keys.D) && slide_left == false)
            {
                if (curr >= 3)
                {
                    return;
                }
                Console.WriteLine(Keys.D);
                slide_right = true;
                ++curr;
            }

            if (!slide_left && !slide_right)
            {
                return;
            }

            // transition slide right
            if (slide_right == true)
            {
                foreach (var i in Object3D)
                {
                    i.Translate(-0.1f, 0.0f, 0.0f);
                }

                for (int i = 0; i < 3; ++i)
                {
                    Obj[i].Translate(-0.2f, 0.0f, 0.0f);
                }
                ++counter;
            }

            // transition slide left
            if (slide_left == true)
            {
                foreach (var i in Object3D)
                {
                    i.Translate(0.1f, 0.0f, 0.0f);
                }

                for (int i = 0; i < 3; ++i)
                {
                    Obj[i].Translate(0.2f, 0.0f, 0.0f);
                }
                ++counter;
            }

            // reset function for animation
            if (counter >= max_count)
            {
                counter     = 0;
                slide_left  = false;
                slide_right = false;
            }
        }