Beispiel #1
0
 public virtual void HandleInput( InputState input )
 {
     if ( input.MuteToggle ) {
         GameEngine.AudioManager.MuteToggle();
     }
     if ( input.MenuCancel )
     {
         ScreenManager.AddScreen(new MainMenu());
         ScreenManager.RemoveScreen( this );
     }
 }
 //----------------------------------------------------------------
 // Methods
 //----------------------------------------------------------------
 public void HandleInput( InputState input )
 {
     up = input.MoveUp;
     down = input.MoveDown;
     left = input.MoveLeft;
     right = input.MoveRight;
     if ( input.NinjaPickUp )
         m_ninja.m_picking_up = !m_ninja.m_picking_up;
     throw_obj = input.NinjaThrow;
     boost = input.NinjaBoost;
     if ( input.NinjaToggle ) {
         m_ninja.m_cruise = !m_ninja.m_cruise;
         //prevent ridiculous acceleration
         if ( m_ninja.m_cruise ) {
             m_ninja.m_body.Restitution /= 1.7f;
         }
         else {
             m_ninja.m_body.Restitution *= 1.7f;
         }
     }
 }
Beispiel #3
0
        public override void HandleInput( InputState input )
        {
            // Move to the previous level?
            /*  if (input.PreviousLevel) {
                  m_current_level--;

                  if (m_current_level < 0)
                      m_current_level = m_worlds.Length - 1;
              }
            */
            // Move to the next level?

            //Disables inputs if editor has focus
            if ( !m_editor_focused ) {
                if ( input.NextLevel && m_current_world.m_succeeded )
                {
                    GameEngine.LevelManager.next_level();
                    if ( GameEngine.LevelManager.get_current_level().Equals( "end" ) )
                    {
                        GameEngine.AudioManager.Stop();
                        ScreenManager.AddScreen( new EndScreen() );
                        ScreenManager.RemoveScreen( this );
                    }
                    else
                    {
                        float time = GameEngine.LevelManager.timer_select();
                        m_timer.set( time );
                        m_checkpoint_timer = (int)Math.Ceiling( time );
                        m_current_world = new TestWorld( GameScreen.m_curr_view, editor,
                                                        GameEngine.LevelManager.get_current_level() );
                        m_background =
                            GAME_CONTENT.Load<Texture2D>( GameEngine.LevelManager.background_texture );
                    }
                }
                if ( input.PauseGame ) {
                    m_paused = !m_paused;
                }
                if ( input.HaltControllers ) {
                    m_halted = !m_halted;
                }

                if ( input.ResetLevel ) {
                    float time = GameEngine.LevelManager.timer_select();
                    m_timer.set( time );
                    m_paused = false;
                    if ( m_current_world.curr_filename != null
                        && m_current_world.curr_filename != "" ) {
                        try {
                            m_current_world =
                                new TestWorld( GameScreen.m_curr_view, editor,
                                               m_current_world.curr_filename, teleport_camera: false );
                            m_background =
                                GAME_CONTENT.Load<Texture2D>(
                                GameEngine.LevelManager.background_texture
                                );
                            m_timer.set( m_checkpoint_timer );
                        }
                        catch {
                            m_current_world =
                                new TestWorld( GameScreen.m_curr_view, editor,
                                               GameEngine.LevelManager.get_current_level(), teleport_camera: false);

                            m_background =
                                GAME_CONTENT.Load<Texture2D>(
                                GameEngine.LevelManager.background_texture
                                );
                            m_checkpoint_timer = (int)Math.Ceiling( time );
                            Console.WriteLine(
                                "ERROR when loading level. Aborting to the beginning"
                                );
                        }
                    }
                    else {
                        m_checkpoint_timer = (int)Math.Ceiling( time );
                        m_current_world =
                            new TestWorld( GameScreen.m_curr_view, editor,
                                           GameEngine.LevelManager.get_current_level(), teleport_camera: false);

                        m_background = GAME_CONTENT.Load<Texture2D>(
                            GameEngine.LevelManager.background_texture
                            );
                    }
                }

                if ( input.RestartLevel && m_paused ) {
                    float time = GameEngine.LevelManager.timer_select();
                    m_checkpoint_timer = (int)Math.Ceiling( time );
                    m_timer.set( time );
                    m_paused = false;
                    m_current_world =
                        new TestWorld( GameScreen.m_curr_view, editor,
                                       GameEngine.LevelManager.get_current_level() );
                    m_background = GAME_CONTENT.Load<Texture2D>(
                        GameEngine.LevelManager.background_texture
                        );
                }

                if ( input.ToggleEditMode ) {
                    editor.clearLine();
                    System.Drawing.Point loc =
                        Form.FromHandle( GameEngine.GameWindow.Handle ).Location;
                    if ( !editor_mode ) {
                        editor.Show();
                        editor.TopMost = true;
                    }
                    else {
                        FORM_OFFSET = 0;
                        editor.Hide();
                    }
                    editor_mode = !editor_mode;
                }

                if ( editor_mode ) {
                    if ( input.editor_hide_show ) {
                        editor.Visible = !editor.Visible;
                    }
                    //BLAH
                    editor_camera_movement = Vector2.Zero;
                    if ( input.MoveUp )
                        editor_camera_movement.Y--;
                    if ( input.MoveDown )
                        editor_camera_movement.Y++;
                    if ( input.MoveLeft )
                        editor_camera_movement.X--;
                    if ( input.MoveRight )
                        editor_camera_movement.X++;
                    if ( input.ZoomIn )
                        m_curr_view.m_camera_zoom =
                            Math.Min( m_curr_view.m_camera_zoom + 0.1f, 0.8f );
                    if ( input.ZoomOut )
                        m_curr_view.m_camera_zoom =
                            Math.Max( m_curr_view.m_camera_zoom - 0.1f, 0.15f );
                    m_curr_view.m_camera_position +=
                        editor_camera_movement * 30 / m_curr_view.m_camera_zoom;

                    if ( editor.currentTool == Editor.EditorTool.Selection
                        && editor.current_selector != null ) {
                        if ( input.LeftMouseClick
                            && editor.current_selector.m_body != null
                            && editor.current_selector.m_body.FixtureList != null ) {
                            editor.current_selector.m_body.Position = editor.getMouse();
                        }
                    }
                }
                else {
                    if ( m_current_world != null ) {
                        m_current_world.m_ninja_controller.HandleInput( input );
                    }
                }

            }
            // Accept or cancel the menu?
            if ( input.MenuCancel ) {
                OnCancel();
            }

            base.HandleInput( input );
        }
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.MenuUp ) {
                selectedEntry--;

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

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

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

            // Accept or cancel the menu?
            if ( input.MenuSelect ) {
                OnSelectEntry( selectedEntry );
            }
            else if ( input.MenuCancel ) {
                OnCancel();
            }

            if ( input.LeftMouseClick ) {
                for ( int i = 0; i < menuEntries.Count; i++ ) {
                    if ( input.LastMouseState.Y > entryPositions[i].Y &&
                        input.LastMouseState.Y < entryPositions[i].Y + menuSpriteFont.LineSpacing ) {
                        OnSelectEntry( i );
                    }
                }
            }

            for ( int i = 0; i < menuEntries.Count; i++ ) {
                if ( input.LastMouseState.Y > entryPositions[i].Y &&
                    input.LastMouseState.Y < entryPositions[i].Y + menuSpriteFont.LineSpacing ) {
                    selectedEntry = i;
                }
            }
        }