private void OnKeyReleased(CCEventKeyboard e) {
            if (e.Keys == CCKeys.Enter || e.Keys == CCKeys.Space) {
                _menuLayer.StartGame(new Object());
            }

            if (e.Keys == CCKeys.Escape) {
                _menuLayer.ExitGame(new Object());
            }
        }
Beispiel #2
0
        void ProcessKeyboard(CCWindow window)
        {
            // Read the current keyboard state
            KeyboardState currentKeyboardState = Keyboard.GetState();

            var dispatcher = window.EventDispatcher;

            if (currentKeyboardState == priorKeyboardState || !dispatcher.IsEventListenersFor(CCEventListenerKeyboard.LISTENER_ID))
            {
                priorKeyboardState = currentKeyboardState;
                return;
            }


            var keyboardEvent = new CCEventKeyboard(CCKeyboardEventType.KEYBOARD_PRESS);
            var keyboardState = new CCKeyboardState()
            {
                KeyboardState = currentKeyboardState
            };

            keyboardEvent.KeyboardState = keyboardState;

            // Check for pressed/released keys.
            // Loop for each possible pressed key (those that are pressed this update)
            Keys[] keys = currentKeyboardState.GetPressedKeys();

            for (int k = 0; k < keys.Length; k++)
            {
                // Was this key up during the last update?
                if (priorKeyboardState.IsKeyUp(keys[k]))
                {
                    // Yes, so this key has been pressed
                    //CCLog.Log("Pressed: " + keys[i].ToString());
                    keyboardEvent.Keys = (CCKeys)keys[k];
                    dispatcher.DispatchEvent(keyboardEvent);
                }
            }

            // Loop for each possible released key (those that were pressed last update)
            keys = priorKeyboardState.GetPressedKeys();
            keyboardEvent.KeyboardEventType = CCKeyboardEventType.KEYBOARD_RELEASE;
            for (int k = 0; k < keys.Length; k++)
            {
                // Is this key now up?
                if (currentKeyboardState.IsKeyUp(keys[k]))
                {
                    // Yes, so this key has been released
                    //CCLog.Log("Released: " + keys[i].ToString());
                    keyboardEvent.Keys = (CCKeys)keys[k];
                    dispatcher.DispatchEvent(keyboardEvent);
                }
            }

            // Store the state for the next loop
            priorKeyboardState = currentKeyboardState;
        }
        void OnKeyReleased(CCEventKeyboard eventKeyboard)
        {
            //CCLog.Log("On Released " + eventKeyboard.Keys);
            if (eventKeyboard.Keys == CCKeys.Back)
            {
                OnDeleteBackward();
            }
            else
            {
                keyState = eventKeyboard.KeyboardState;
                var charKey = ConvertKey(eventKeyboard.Keys, ShiftDown, false, false);
                if (charKey != (int)CCKeys.None)
                {
                    OnInsertText(new CCIMEKeybardEventArgs(charKey.ToString(), 1));
                }
            }

            lastPressedKey = CCKeys.None;
            if (AutoRepeat)
            {
                StopAutorepeat();
            }
        }
        void OnKeyPressed(CCEventKeyboard eventKeyboard)
        {
            lastPressedKey = CCKeys.None;

            if (eventKeyboard.Keys == CCKeys.Back)
            {
                lastPressedKey = eventKeyboard.Keys;
            }
            else
            {
                keyState = eventKeyboard.KeyboardState;
                var charKey = ConvertKey(eventKeyboard.Keys, ShiftDown, false, false);
                if (charKey != (int)CCKeys.None)
                {
                    lastPressedKey = eventKeyboard.Keys;
                }
            }

            //CCLog.Log("On Pressed " + lastPressedKey);
            if (AutoRepeat && lastPressedKey != CCKeys.None)
            {
                StartAutorepeat();
            }
        }
 public virtual void OnKeyReleased(CCEventKeyboard obj)
 {
 }
 public virtual void OnKeyPressed(CCEventKeyboard obj)
 {
 }
        void OnKeyReleased(CCEventKeyboard eventKeyboard)
        {
            CCLog.Log("On Released " + eventKeyboard.Keys);
            if (eventKeyboard.Keys == CCKeys.Back)
                OnDeleteBackward();
            else
            {
                keyState = eventKeyboard.KeyboardState;
                var charKey = ConvertKey(eventKeyboard.Keys, ShiftDown, false, false);
                if (charKey != (int)CCKeys.None)
                    OnInsertText(new CCIMEKeybardEventArgs(charKey.ToString(), 1));
            }

            lastPressedKey = CCKeys.None;
            if (AutoRepeat)
                StopAutorepeat();
        }
        void OnKeyPressed(CCEventKeyboard eventKeyboard)
        {

            lastPressedKey = CCKeys.None;

            if (eventKeyboard.Keys == CCKeys.Back)
            {
                lastPressedKey = eventKeyboard.Keys;
            }
            else
            {
                keyState = eventKeyboard.KeyboardState;
                var charKey = ConvertKey(eventKeyboard.Keys, ShiftDown, false, false);
                if (charKey != (int)CCKeys.None)
                {
                    lastPressedKey = eventKeyboard.Keys;
                }
            }

            CCLog.Log("On Pressed " + lastPressedKey);
            if (AutoRepeat && lastPressedKey != CCKeys.None)
            {
                StartAutorepeat();
            }
        }
Beispiel #9
0
        void ProcessKeyboard(CCWindow window)
        {
            // Read the current keyboard state
            KeyboardState currentKeyboardState = Keyboard.GetState();

            var dispatcher = window.EventDispatcher;

            if (currentKeyboardState == priorKeyboardState || !dispatcher.IsEventListenersFor(CCEventListenerKeyboard.LISTENER_ID))
            {
                priorKeyboardState = currentKeyboardState;
                return;
            }


            var keyboardEvent = new CCEventKeyboard(CCKeyboardEventType.KEYBOARD_PRESS);
            var keyboardState = new CCKeyboardState() { KeyboardState = currentKeyboardState };

            keyboardEvent.KeyboardState = keyboardState;

            // Check for pressed/released keys.
            // Loop for each possible pressed key (those that are pressed this update)
            Keys[] keys = currentKeyboardState.GetPressedKeys();

            for (int k = 0; k < keys.Length; k++)
            {
                // Was this key up during the last update?
                if (priorKeyboardState.IsKeyUp(keys[k]))
                {

                    // Yes, so this key has been pressed
                    //CCLog.Log("Pressed: " + keys[i].ToString());
                    keyboardEvent.Keys = (CCKeys)keys[k];
                    dispatcher.DispatchEvent(keyboardEvent);
                }
            }

            // Loop for each possible released key (those that were pressed last update)
            keys = priorKeyboardState.GetPressedKeys();
            keyboardEvent.KeyboardEventType = CCKeyboardEventType.KEYBOARD_RELEASE;
            for (int k = 0; k < keys.Length; k++)
            {
                // Is this key now up?
                if (currentKeyboardState.IsKeyUp(keys[k]))
                {
                    // Yes, so this key has been released
                    //CCLog.Log("Released: " + keys[i].ToString());
                    keyboardEvent.Keys = (CCKeys)keys[k];
                    dispatcher.DispatchEvent(keyboardEvent);

                }
            }

            // Store the state for the next loop
            priorKeyboardState = currentKeyboardState;

        }
Beispiel #10
0
        public void KeyReleased(CCEventKeyboard e)
        {
            if (e.Keys == CCKeys.O)
                AddGravity();

            if (e.Keys == CCKeys.P)
                RemoveGravity();

            if (e.Keys == CCKeys.T)
                PLAYER_LAYER_VELOCITY -= 0.1f;

            if (e.Keys == CCKeys.Y)
                PLAYER_LAYER_VELOCITY += 0.1f;

            if (e.Keys == CCKeys.E)
                ZoomIn();

            if (e.Keys == CCKeys.Q)
                ZoomIn();
        }
        void onKeyPress(CCEventKeyboard keyEvent)
        {

            if(end&&keyEvent.Keys== CCKeys.Enter)
            {
                returnToMenu();
            }
            if(!started&&keyEvent.Keys== CCKeys.Enter)
            {
                setStart();


            }
            else if(started&& keyEvent.Keys== CCKeys.Z)
            {
                processPress(0);

            }
            else if(started&&keyEvent.Keys== CCKeys.M&&GameData.players>=2)
            {
                processPress(1);
            }
            else if(started&&keyEvent.Keys== CCKeys.Q&&GameData.players>=3)
            {
                processPress(2);
            }
            else if(started&&keyEvent.Keys== CCKeys.P&&GameData.players>=4)
            {
                processPress(3);

            }

        }
        void OnKeyPress(CCEventKeyboard keyEvent)
        {
            if(keyEvent.Keys== CCKeys.Enter)
            {
                CCSimpleAudioEngine.SharedEngine.PlayEffect("sounds/start");
                passToGame();
            }

            else if(keyEvent.Keys== CCKeys.D2)
            {
                CCSimpleAudioEngine.SharedEngine.PlayEffect(selectsound);
                GameData.players = 2;
                twoplayerlabels.Color = CCColor3B.Blue;
                threeplayerlabel.Color = CCColor3B.Green;
                fourplayerLabel.Color = CCColor3B.Green;

            }

            else if(keyEvent.Keys== CCKeys.D3)
            {
                CCSimpleAudioEngine.SharedEngine.PlayEffect(selectsound);
                GameData.players = 3;
                twoplayerlabels.Color = CCColor3B.Green;
                threeplayerlabel.Color = CCColor3B.Blue;
                fourplayerLabel.Color = CCColor3B.Green;

            }
            else if(keyEvent.Keys== CCKeys.D4)
            {
                CCSimpleAudioEngine.SharedEngine.PlayEffect(selectsound);
                GameData.players = 4;
                twoplayerlabels.Color = CCColor3B.Green;
                threeplayerlabel.Color = CCColor3B.Green;
                fourplayerLabel.Color = CCColor3B.Blue;

            }
            else
            {
             //  CCSimpleAudioEngine.SharedEngine.PlayEffect("sounds/coin");

            }
        }
        void OnKeyPress(CCEventKeyboard keyEvent)
        {
            if (keyEvent.Keys == CCKeys.D1)
            {
                CCSimpleAudioEngine.SharedEngine.PlayEffect("sounds/start");
                passToGame(1);

            }
            else if (keyEvent.Keys == CCKeys.D2)
            {
                CCSimpleAudioEngine.SharedEngine.PlayEffect("sounds/start");
                passToGame(2);

            }

            else
            {
                CCSimpleAudioEngine.SharedEngine.PlayEffect("sounds/coin");

            }
        }
Beispiel #14
0
		public string Convert(CCEventKeyboard keyEvent)
        {
            string output = "";

			var state = new List<CCKeys>(keyEvent.KeyboardState.GetPressedKeys());

			bool usesShift = (state.Contains(CCKeys.LeftShift) || state.Contains(CCKeys.RightShift));

			foreach (CCKeys key in state)
            {
				if (key >= CCKeys.A && key <= CCKeys.Z)
                    output += key.ToString();
				else if (key >= CCKeys.NumPad0 && key <= CCKeys.NumPad9)
                    output += ((int) (key - CCKeys.NumPad0)).ToString();
				else if (key >= CCKeys.D0 && key <= CCKeys.D9)
                {
					string num = ((int) (key - CCKeys.D0)).ToString();

                    #region special num chars

                    if (usesShift)
                    {
                        switch (num)
                        {
                            case "1":
                            {
                                num = "!";
                            }
                                break;
                            case "2":
                            {
                                num = "@";
                            }
                                break;
                            case "3":
                            {
                                num = "#";
                            }
                                break;
                            case "4":
                            {
                                num = "$";
                            }
                                break;
                            case "5":
                            {
                                num = "%";
                            }
                                break;
                            case "6":
                            {
                                num = "^";
                            }
                                break;
                            case "7":
                            {
                                num = "&";
                            }
                                break;
                            case "8":
                            {
                                num = "*";
                            }
                                break;
                            case "9":
                            {
                                num = "(";
                            }
                                break;
                            case "0":
                            {
                                num = ")";
                            }
                                break;
                            default:
                                //wtf?
                                break;
                        }
                    }

                    #endregion

                    output += num;
                }
                else if (key == CCKeys.OemComma)
                    output += ",";
                else if (key == CCKeys.OemPeriod)
                    output += ".";
                else if (key == CCKeys.OemTilde)
                    output += "'";
                else if (key == CCKeys.Space)
                    output += " ";
                else if (key == CCKeys.OemMinus)
                    output += "-";
                else if (key == CCKeys.OemPlus)
                    output += "+";
                else if (key == CCKeys.OemQuestion && usesShift)
                    output += "?";
                else if (key == CCKeys.Back) //backspace
                    output += "\b";

                if (!usesShift) //shouldn't need to upper because it's automagically in upper case
                    output = output.ToLower();
            }
            return output;
        }
Beispiel #15
0
		void onKeyReleased(CCEventKeyboard keyEvent)
        {
			var result = Convert( keyEvent );
            if (result.Length > 0)
            {
                m_test.KeyboardUp(result[0]);
            }
        }
        void onKeyPress(CCEventKeyboard keyEvent)
        {
            if (!win)
            {
                int tecla = 5;
                if (keyEvent.Keys == CCKeys.D1)
                {
                    tecla = 0;
                }
                else if (keyEvent.Keys == CCKeys.D2)
                {
                    tecla = 1;
                }
                else if (keyEvent.Keys == CCKeys.D3)
                {
                    tecla = 2;
                }
                else if (keyEvent.Keys == CCKeys.D4)
                {
                    tecla = 3;
                }
                else
                {
                    return;
                }
                if (llamando == tecla + 1  && jugadoresActivos[tecla])
                {
                    debug.Text = "Correcto!";
                    debug.Color = GetColorJugador(tecla + 1);

                    contesto = true; //Indicarle al programa que el jugador no perdió(?)
                    CCSimpleAudioEngine.SharedEngine.PlayEffect("sounds/coin");
                }
                else
                {
                    if (tecla >= 0 && tecla <= 3)
                    {
                        DerrotaJugador(tecla + 1);
                    }
                }
            }

            else
            {
                ReturnToMenu();
            }
        }
 private void OnKeyPressed(CCEventKeyboard e) {
     Input.OnKeyPress(e.Keys);
 }
        private void OnKeyReleased(CCEventKeyboard e) {
            Input.OnKeyRelease(e.Keys);

            if (e.Keys == CCKeys.C) {
                _netGameClient.SendChatMessage("Hello!");
            }

            if (e.Keys == CCKeys.X) {
                var nc = new NetCommand(NetCommandType.CallPlayerMethod, "attack.100.100");
                _netGameClient.Send(nc, NetDeliveryMethod.ReliableOrdered);
            }

            if (e.Keys == CCKeys.Escape) {
                NetGameClient.Client.Shutdown("Exit by client");
                Window.DefaultDirector.PopScene();
            }

            if (e.Keys == CCKeys.T) {
                Console.WriteLine(MyPlayer.Mask.ToString());
                Console.WriteLine(GameLayer.MyAccountState.HpLevel);
                Console.WriteLine(GameLayer.MyAccountState.AttackLevel);
                Console.WriteLine(GameLayer.MyAccountState.SpeedLevel);
                Console.WriteLine(GameLayer.MyAccountState.ClassLevel);
            }
        }
 void OnKeyPress(CCEventKeyboard keyEvent)
 {
     passToGame();
 }
        void onKeyPress(CCEventKeyboard keyEvent)
        {
            if(keyEvent.Keys== CCKeys.Enter||keyEvent.Keys== CCKeys.Space)
            {

                CCSimpleAudioEngine.SharedEngine.PlayEffect(soundPass);
                processTurn();

            }
        }