public override void HandleInput(InputState input)
        {
            //we will need a loop to handle input for each player
            PlayerIndex pi = new PlayerIndex();

            if (input.IsMenuCancel(null, out pi))
            {
                //Greg
                //ScreenManager.AddScreen(new BackgroundScreen(), null);
                if (Players[0].mCurrentState == Player.PlayerState.Playing) Players[0].mCurrentState = Player.PlayerState.Paused;
                if (Players[1].mCurrentState == Player.PlayerState.Playing) Players[1].mCurrentState = Player.PlayerState.Paused;
                if (Players[2].mCurrentState == Player.PlayerState.Playing) Players[2].mCurrentState = Player.PlayerState.Paused;
                if (Players[3].mCurrentState == Player.PlayerState.Playing) Players[3].mCurrentState = Player.PlayerState.Paused;

                ScreenManager.AddScreen(new PauseMenuScreen(ScreenManager), pi);
            }

                //Players[1].HandleInput(input.CurrentKeyboardStates[1]);
                //Players[0].HandleInput(input.CurrentKeyboardStates[0]);
                //Players[2].HandleInput(input.CurrentKeyboardStates[2]);
                //Players[3].HandleInput(input.CurrentKeyboardStates[3]);

            Players[1].HandleInput(input.CurrentGamePadStates[1], input.LastGamePadStates[1]);
            Players[0].HandleInput(input.CurrentGamePadStates[0],input.LastGamePadStates[0]);
            Players[2].HandleInput(input.CurrentGamePadStates[2], input.LastGamePadStates[2]);
            Players[3].HandleInput(input.CurrentGamePadStates[3], input.LastGamePadStates[3]);
        }
        public override void HandleInput(InputState input)
        {
            //we will need a loop to handle input for each player
            PlayerIndex pi = new PlayerIndex();

            if (input.IsMenuCancel(null, out pi))
            {
                if (Players[0].mCurrentState == Player.PlayerState.Playing) Players[0].mCurrentState = Player.PlayerState.Paused;
                ScreenManager.AddScreen(new PauseMenuScreen(ScreenManager), pi);
            }

            Players[0].HandleInput(input.CurrentKeyboardStates[0], input.LastKeyboardStates[0]);
        }
        /// <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
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        /// <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;
               // mSound.Play(Sound.SoundFX.Move);
            }

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

                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;
               // mSound.Play(Sound.SoundFX.Move);
            }

            // 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))
            {
                mSound.Play(Sound.SoundFX.Selection);
                OnSelectEntry(selectedEntry, playerIndex);

            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }
        }
Beispiel #5
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        /// <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(ScreenManager), ControllingPlayer);
            }
            if (gameover == true)
            {
                Storage.Score = mScore;
                Storage.themode = Storage.mode.SinglePlayer;
                //Storage.SaveHighScores();
                //ScreenManager.RemoveScreen(this);//removes gameplay screen
                ScreenManager.AddScreen(new GameOverScreen(ScreenManager), ControllingPlayer);
                MediaPlayer.Stop();
            }
            else
            {
                Vector2 thumbstick = gamePadState.ThumbSticks.Left;
            }
        }
Beispiel #6
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        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            PlayerIndex playerIndex;
            if (input.CurrentKeyboardStates[0].IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D) && input.CurrentKeyboardStates[0].IsKeyDown(Microsoft.Xna.Framework.Input.Keys.F3))
            {
                if (!dev_modes)
                {
                    dev_modes = true;

                    InitilizeDeveloperModes();

                }
            }
            selectedtext = selectednode.Value.text;
            switch (selectedtext)
            {
                case "Single Player":
                    preview = Game.Content.Load<Texture2D>("Images/prevew3");
                    break;
                case "Basic":
                    preview = Game.Content.Load<Texture2D>("Images/preview2");
                    break;
                case "Combo":
                    preview = Game.Content.Load<Texture2D>("Images/prevew3");
                    break;
                case "Battle":
                    preview = Game.Content.Load<Texture2D>("Images/preview2");
                    break;
                default:
                    preview = Game.Content.Load<Texture2D>("Images/prevew3");
                    break;
            }

            if (waitingforchallenger)
            {
            PlayerIndex challenger=ControllingPlayer.Value;

            if (input.CurrentGamePadStates[0].IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.Start) || input.CurrentGamePadStates[0].IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.A))
                {challenger=PlayerIndex.One;
                }
                if(input.CurrentGamePadStates[1].IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.Start)|| input.CurrentGamePadStates[1].IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.A))
                {challenger=PlayerIndex.Two;
                }
                if(input.CurrentGamePadStates[2].IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.Start)|| input.CurrentGamePadStates[2].IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.A))
                {challenger=PlayerIndex.Three;
                }
                if(input.CurrentGamePadStates[3].IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.Start)|| input.CurrentGamePadStates[3].IsButtonDown(Microsoft.Xna.Framework.Input.Buttons.A))
                {challenger=PlayerIndex.Four;
                }

                    if(ControllingPlayer!=challenger)
                    {
                        GameScreen[] screenstoload=new GameScreen[2];
                    screenstoload[0] = new BackgroundScreen(ScreenManager);
            screenstoload[1] = new BattleMode(ScreenManager, ControllingPlayer.Value,challenger);
                     LoadingScreen.Load(ScreenManager, true,ControllingPlayer, screenstoload);

                }
             if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
                {
                    //OnCancel(playerIndex);
                    waitingforchallenger = false;

                }
            }
            else
            {
                // Move to the previous menu entry?
                if (input.IsMenuUp(ControllingPlayer))
                {
                    mSound.Play(Sound.SoundFX.Move);

                    if (selectednode.Previous == null)
                    {//you hit the beginning of the list loop back around
                        selectednode = menuEntries.Last;

                    }
                    else
                        selectednode = selectednode.Previous;
                    // menutransition = -1;
                }

                // Move to the next menu entry?
                if (input.IsMenuDown(ControllingPlayer))
                {
                    mSound.Play(Sound.SoundFX.Move);

                    if (selectednode.Next == null)
                    {//you hit the beginning of the list loop back around
                        selectednode = menuEntries.First;

                    }
                    else
                        selectednode = selectednode.Next;
                    //. menutransition = 1;
                }

                // 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.

                if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
                {
                    OnSelectEntry(selectedEntry, playerIndex);
                }
                else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
                {
                    OnCancel(playerIndex);
                }
            }
        }
Beispiel #7
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)
        {
            //we will need a loop to handle input for each player
            PlayerIndex pi = new PlayerIndex();

            if (input.IsMenuCancel(null, out pi))
            {
                //Greg
                if (Players[0].mCurrentState == Player.PlayerState.Playing) Players[0].mCurrentState = Player.PlayerState.Paused;

                ScreenManager.AddScreen(new PauseMenuScreen(ScreenManager), pi);
            }
            Players[0].HandleInput(input.CurrentGamePadStates[0], input.LastGamePadStates[0]);

            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];
        }
Beispiel #8
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)
        {
            //we will need a loop to handle input for each player
            PlayerIndex pi = new PlayerIndex();

            switch (CurrentStatus)
            {
                case BattleStatus.BattleOver:
                    {

                    if (input.IsMenuCancel(null, out pi))
                    {
                        //Greg
                        if (Players[0].mCurrentState == Player.PlayerState.Playing) Players[0].mCurrentState = Player.PlayerState.Paused;

                        ScreenManager.AddScreen(new PauseMenuScreen(ScreenManager), pi);

                    }
                    if (input.CurrentGamePadStates[(int)player1_index].IsButtonDown(Buttons.Start) && !input.LastGamePadStates[(int)player1_index].IsButtonDown(Buttons.Start))
             {
             ScreenManager.AddScreen(new PauseMenuScreen(ScreenManager), PlayerIndex.One);
             }

                    if (input.CurrentGamePadStates[(int)player2_index].IsButtonDown(Buttons.Start) && !input.LastGamePadStates[(int)player2_index].IsButtonDown(Buttons.Start))
             {

             ScreenManager.AddScreen(new PauseMenuScreen(ScreenManager), PlayerIndex.Two);

             }
                    }
                    break;
                case BattleStatus.Playing:

                    //if (input.IsMenuCancel(null, out pi))
                    //{
                    //    //Greg
                    //    if (Players[0].mCurrentState == Player.PlayerState.Playing) Players[0].mCurrentState = Player.PlayerState.Paused;

                    //    ScreenManager.AddScreen(new PauseMenuScreen(ScreenManager), pi);

                    //}
                    if (!input.CurrentGamePadStates[(int)player1_index].IsConnected || !input.CurrentGamePadStates[(int)player2_index].IsConnected)
                    {
                        Players[0].mCurrentState = Player.PlayerState.Paused;
                        Players[1].mCurrentState = Player.PlayerState.Paused;
                        ScreenManager.AddScreen(new PauseMenuScreen(ScreenManager), PlayerIndex.One);
                        CurrentStatus = BattleStatus.Paused;
            }
                    if (input.CurrentGamePadStates[(int)player1_index].IsButtonDown(Buttons.Start) && !input.LastGamePadStates[(int)player1_index].IsButtonDown(Buttons.Start) || input.CurrentGamePadStates[(int)player1_index].IsButtonDown(Buttons.Back))
                    {

                        Players[0].mCurrentState = Player.PlayerState.Paused;
                        Players[1].mCurrentState = Player.PlayerState.Paused;
                        ScreenManager.AddScreen(new PauseMenuScreen(ScreenManager), PlayerIndex.One);
                        CurrentStatus = BattleStatus.Paused;
                    }
                    if (input.CurrentGamePadStates[(int)player2_index].IsButtonDown(Buttons.Start) && !input.LastGamePadStates[(int)player2_index].IsButtonDown(Buttons.Start) || input.CurrentGamePadStates[(int)player2_index].IsButtonDown(Buttons.Back))
                    {
                        // CurrentStatus = BattleStatus.Paused;
                        Players[0].mCurrentState = Player.PlayerState.Paused;
                        Players[1].mCurrentState = Player.PlayerState.Paused;
                        ScreenManager.AddScreen(new PauseMenuScreen(ScreenManager), PlayerIndex.Two);
                        CurrentStatus = BattleStatus.Paused;
                    }
                    //for (int i = 0; i < 2; i++)
                    switch (Players[0].CurrentWeapon)
                    {
                        case Player.WeaponType.Snipe:

                            if (input.CurrentGamePadStates[(int)player1_index].IsButtonDown(Buttons.LeftTrigger))// && reticule.showing!=1 )// && mPlayfield.RedBlocks >= quota)
                            {
                                reticules[0].visible = true;
                            }
                            else
                            {
                                reticules[0].visible = false;
                                reticules[0].bullets = 1;
                            }
                            if (reticules[0].visible)
                            {
                                reticules[0].GamepadListener(input.CurrentGamePadStates[(int)player1_index], input.LastGamePadStates[(int)player1_index], Players[1]);
                            }
                            break;

                    }
                    switch (Players[1].CurrentWeapon)
                    {
                        case Player.WeaponType.Snipe:

                            if (input.CurrentGamePadStates[(int)player2_index].IsButtonDown(Buttons.LeftTrigger))// && reticule.showing!=1 )// && mPlayfield.RedBlocks >= quota)
                            {
                                reticules[1].visible = true;
                            }
                            else
                            {
                                reticules[1].visible = false;
                                reticules[1].bullets = 1;
                            }
                            if (reticules[1].visible)
                            {
                                reticules[1].GamepadListener(input.CurrentGamePadStates[(int)player2_index], input.LastGamePadStates[(int)player2_index], Players[0]);
                            }
                            break;

                    }

                    Players[0].HandleInput(input.CurrentGamePadStates[(int)player1_index], input.LastGamePadStates[(int)player1_index]);
                    Players[1].HandleInput(input.CurrentGamePadStates[(int)player2_index], input.LastGamePadStates[(int)player2_index]);

                    break;

                case BattleStatus.RoundOver:
                    if (input.CurrentGamePadStates[(int)player2_index].IsButtonDown(Buttons.Start))
                    {
                        Players[1].mCurrentState = Player.PlayerState.Waiting;
                    }
                    if (input.CurrentGamePadStates[(int)player1_index].IsButtonDown(Buttons.Start))
                    {
                        Players[0].mCurrentState = Player.PlayerState.Waiting;
                    }
                    break;

            }

             //   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];
        }
Beispiel #9
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 #10
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))
            {
                mSound.Play(Sound.SoundFX.Move);

                if (Guide.IsTrialMode)
                {
                    if (selectedEntry - 1 < 0)
                    {//you hit the beginning of the list loop back around
                        selectedEntry = 4;
                    }
                    else
                        selectedEntry = selectedEntry - 1;
                }
                else
                {
                    if (selectedEntry - 1 < 0)
                    {//you hit the beginning of the list loop back around
                        selectedEntry = 3;
                    }
                    else
                        selectedEntry = selectedEntry - 1;
                }
            }

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {
                mSound.Play(Sound.SoundFX.Move);

                if (Guide.IsTrialMode)
                {
                    if (selectedEntry + 1 > 4)
                    {//you hit the beginning of the list loop back around
                        selectedEntry = 0;
                    }
                    else
                        selectedEntry = selectedEntry + 1;
                }
                else
                {
                    if (selectedEntry + 1 > 3)
                    {//you hit the beginning of the list loop back around
                        selectedEntry = 0;
                    }
                    else
                        selectedEntry = selectedEntry + 1;
                }

                //if (Guide.IsTrialMode == false && selectedEntry==4)
                //{
                //    selectedEntry++;
                //}

               //. menutransition = 1;
            }

            // 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);
            }
        }
Beispiel #11
0
        public override void HandleInput(InputState input)
        {
            PlayerIndex playerIndex;

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