Beispiel #1
0
 /// <summary>
 /// Allows the screen to handle user input. Unlike Update, this method
 /// is only called when the screen is active, and not when some other
 /// screen has taken the focus.
 /// </summary>
 public virtual void HandleInput(InputState input)
 {
 }
Beispiel #2
0
        /// <summary>
        /// Lets the game respond to player input. Unlike the Update method,
        /// this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

            // Look up inputs for the active player profile.
            int playerIndex = (int)ControllingPlayer.Value;

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState gamePadState = input.CurrentGamePadStates[playerIndex];

            // The game pauses either if the user presses the pause button, or if
            // they unplug the active gamepad. This requires us to keep track of
            // whether a gamepad was ever plugged in, because we don't want to pause
            // on PC if they are playing with a keyboard and have no gamepad at all!
            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else if (keyboardState.IsKeyDown(Keys.F1))
            {
                if (Mouse.GetState().LeftButton == ButtonState.Pressed
                    && this.LeftClickLock == false
                    && this.localPlayer == null)
                {
                    this.LeftClickLock = true;

                    Point position = new Point
                    {
                        X = Mouse.GetState().X,
                        Y = Mouse.GetState().Y
                    };

                    ITile tile = TileEngine.TileEngine.Map.GetTile(position);

                    if (!tile.IsBlocked)
                    {
                        PlayerEntity pEntity = new PlayerEntity(tile.ToLocation());

                        Texture2D texture = screenManager.Content.Load<Texture2D>("player_blue");
                        Rectangle destinationRectangle = tile.Rect;
                        Rectangle sourceRectangle = Rectangle.Empty;

                        pEntity.SetDrawData(texture, destinationRectangle, sourceRectangle, 0.4f);

                        pEntity.IsBlocked = false;

                        tile.AddEntity(pEntity);

                        this.localPlayer = pEntity;

                        TileEngine.TileEngine.Map.Player = pEntity;
                    }
                }

                if (Mouse.GetState().LeftButton == ButtonState.Released && this.LeftClickLock == true)
                {
                    this.LeftClickLock = false;
                }
            }
            else if (keyboardState.IsKeyDown(Keys.F2) && this.localPlayer == null)
            {
                TileEngine.TileEngine.SetMap();
            }
            else if (keyboardState.IsKeyDown(Keys.F3))
            {
                if (Mouse.GetState().LeftButton == ButtonState.Pressed
                    && this.LeftClickLock == false)
                {
                    this.LeftClickLock = true;

                    Point position = new Point
                    {
                        X = Mouse.GetState().X + TileEngine.TileEngine.mapOriginPosition.X,
                        Y = Mouse.GetState().Y + TileEngine.TileEngine.mapOriginPosition.Y
                    };

                    TileEngine.TileEngine.SelectedTile = TileEngine.TileEngine.Map.GetTile(position);
                }

                if (Mouse.GetState().LeftButton == ButtonState.Released && this.LeftClickLock == true)
                {
                    this.LeftClickLock = false;
                }
            }
            else if (keyboardState.IsKeyDown(Keys.F4))
            {
                TileEngine.TileEngine.IsMinimapOn = !TileEngine.TileEngine.IsMinimapOn;
            }
            else if (keyboardState.IsKeyDown(Keys.F5))
            {
                if (Mouse.GetState().LeftButton == ButtonState.Pressed
                    && this.LeftClickLock == false
                    && this.localPlayer != null)
                {
                    this.LeftClickLock = true;

                    Point position = new Point
                    {
                        X = Mouse.GetState().X + this.localPlayer.Rect.X,
                        Y = Mouse.GetState().Y + this.localPlayer.Rect.Y
                    };

                    ITile tile = TileEngine.TileEngine.Map.GetTile(position);

                    if (!tile.IsBlocked)
                    {
                        BearEntity bEntity = new BearEntity(tile.ToLocation());

                        Texture2D texture = screenManager.Content.Load<Texture2D>("bear");
                        Rectangle destinationRectangle = tile.Rect;
                        Rectangle sourceRectangle = Rectangle.Empty;

                        bEntity.SetDrawData(texture, destinationRectangle, sourceRectangle, 0.4f);

                        bEntity.IsBlocked = false;

                        tile.AddEntity(bEntity);

                        this.bearList.Add(bEntity);

                        TileEngine.TileEngine.Map.BearList.Add(bEntity);
                    }
                }

                if (Mouse.GetState().LeftButton == ButtonState.Released && this.LeftClickLock == true)
                {
                    this.LeftClickLock = false;
                }
            }
            else if (keyboardState.IsKeyDown(Keys.F6))
            {
                if (Mouse.GetState().LeftButton == ButtonState.Pressed
                    && this.LeftClickLock == false
                    && this.localPlayer != null)
                {
                    this.LeftClickLock = true;

                    Point position = new Point
                    {
                        X = Mouse.GetState().X + localPlayer.Rect.X,
                        Y = Mouse.GetState().Y + localPlayer.Rect.Y
                    };

                    ITile tile = TileEngine.TileEngine.Map.GetTile(position);

                    if (!tile.IsBlocked)
                    {
                        LorisEntity lEntity = new LorisEntity(tile.ToLocation());

                        Texture2D texture = screenManager.Content.Load<Texture2D>("loris_LQ");

                        if (random.NextDouble() > 0.5)
                            texture = screenManager.Content.Load<Texture2D>("loris_MQ");

                        Rectangle destinationRectangle = tile.Rect;
                        Rectangle sourceRectangle = Rectangle.Empty;

                        lEntity.SetDrawData(texture, destinationRectangle, sourceRectangle, 0.4f);

                        lEntity.IsBlocked = false;

                        tile.AddEntity(lEntity);

                        this.lorisList.Add(lEntity);

                        TileEngine.TileEngine.Map.LorisList.Add(lEntity);
                    }
                }

                if (Mouse.GetState().LeftButton == ButtonState.Released && this.LeftClickLock == true)
                {
                    this.LeftClickLock = false;
                }
            }
            else if (localPlayer != null)
            {
                // Otherwise move the player position.
                Vector2 movement = Vector2.Zero;

                if (keyboardState.IsKeyDown(Keys.Left))
                {
                    movement.X--;
                }
                else if (keyboardState.IsKeyDown(Keys.Right))
                {
                    movement.X++;
                }
                else if (keyboardState.IsKeyDown(Keys.Up))
                {
                    movement.Y--;
                }
                else if (keyboardState.IsKeyDown(Keys.Down))
                {
                    movement.Y++;
                }

                //Vector2 thumbstick = gamePadState.ThumbSticks.Left;

                //movement.X += thumbstick.X;
                //movement.Y -= thumbstick.Y;

                //if (keyboardState.IsKeyDown(Keys.LeftShift))
                //{
                //    movement = movement * 5;
                //}

                localPlayer.Movement = movement;
            }
        }
        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            PlayerIndex playerIndex;

            // We pass in our ControllingPlayer, which may either be null (to
            // accept input from any player) or a specific index. If we pass a null
            // controlling player, the InputState helper returns to us which player
            // actually provided the input. We pass that through to our Accepted and
            // Cancelled events, so they can tell which player triggered them.
            if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
            {
                // Raise the accepted event, then exit the message box.
                if (Accepted != null)
                    Accepted(this, new PlayerIndexEventArgs(playerIndex));

                ExitScreen();
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                // Raise the cancelled event, then exit the message box.
                if (Cancelled != null)
                    Cancelled(this, new PlayerIndexEventArgs(playerIndex));

                ExitScreen();
            }
        }
Beispiel #4
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            // Move to the previous menu entry?
            if (input.IsMenuUp(ControllingPlayer))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;
            }

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;
            }

            // Accept or cancel the menu? We pass in our ControllingPlayer, which may
            // either be null (to accept input from any player) or a specific index.
            // If we pass a null controlling player, the InputState helper returns to
            // us which player actually provided the input. We pass that through to
            // OnSelectEntry and OnCancel, so they can tell which player triggered them.
            PlayerIndex playerIndex;

            if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }
        }