public override void HandleInput(InputState input) { KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Escape) && oldState.IsKeyUp(Keys.Escape)) ScreenManager.AddScreen(new PauseMenuScreen(), null); oldState = keyboardState; }
public override void HandleInput(InputState input) { PlayerIndex playerIndex; if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { // Підніміть приймаються події, то вихід вікні повідомлення. if (Accepted != null) Accepted(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { // Підніміть відмінено подія, то вихід вікні повідомлення. if (Cancelled != null) Cancelled(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } }
public override void HandleInput(InputState input) { KeyboardState keyboardState = Keyboard.GetState(); PlayerIndex playerIndex; 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(); } oldState = keyboardState; }
/// <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); } }
/// <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(); } }
public override void HandleInput(InputState input) { KeyboardState keyboardState = Keyboard.GetState(); PlayerIndex playerIndex; 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(); } if (keyboardState.IsKeyDown(Keys.Right) && oldState.IsKeyUp(Keys.Right)) heroChoice++; if (keyboardState.IsKeyDown(Keys.Left) && oldState.IsKeyUp(Keys.Left)) heroChoice--; if (heroChoice > Game1.maxHeroChoice) heroChoice = 0; if (heroChoice < 0) heroChoice = Game1.maxHeroChoice; if (chPlayer == 1) Game1.heroChoice = heroChoice; else Game1.heroChoice2 = heroChoice; oldState = keyboardState; }
/// <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) { }
/// <summary> /// Handles user input for all the local gamers in the session. Unlike most /// screens, which use the InputState class to combine input data from all /// gamepads, the lobby needs to individually mark specific players as ready, /// so it loops over all the local gamers and reads their inputs individually. /// </summary> public override void HandleInput(InputState input) { foreach (LocalNetworkGamer gamer in networkSession.LocalGamers) { PlayerIndex playerIndex = gamer.SignedInGamer.PlayerIndex; PlayerIndex unwantedOutput; if (input.IsMenuSelect(playerIndex, out unwantedOutput)) { HandleMenuSelect(gamer); } else if (input.IsMenuCancel(playerIndex, out unwantedOutput)) { HandleMenuCancel(gamer); } else if (input.IsMenuUp(playerIndex)) localGamer.SetLocalPlayerCount(1); else if (input.IsMenuDown(playerIndex)) localGamer.SetLocalPlayerCount(-1); } }
public override void HandleInput(InputState input) { KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Right) && oldState.IsKeyUp(Keys.Right)) { switch (selectedEntry) { case 1: Game1.songLiberty.VolumeMusic += 0.05000f; break; case 2: { Game1.songLiberty.click.Play(Game1.songLiberty.VolumeEffect, 0.01f, 1); Game1.songLiberty.VolumeEffect += 0.05000f; } break; } } if (keyboardState.IsKeyDown(Keys.Left) && oldState.IsKeyUp(Keys.Left)) { switch (selectedEntry) { case 1: Game1.songLiberty.VolumeMusic -= 0.05000f; break; case 2: { Game1.songLiberty.click.Play(Game1.songLiberty.VolumeEffect, 0.01f, 1); Game1.songLiberty.VolumeEffect -= 0.05000f; } break; } } MediaPlayer.Volume = Game1.songLiberty.VolumeMusic; oldState = keyboardState; // Перейти до попереднього пункту меню? if (input.IsMenuUp(ControllingPlayer)) { selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } // Перейти до наступного пункту меню? if (input.IsMenuDown(ControllingPlayer)) { selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; } PlayerIndex playerIndex; if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { OnSelectEntry(selectedEntry, playerIndex); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { ExitScreen(); } }
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; } PlayerIndex playerIndex; if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { OnSelectEntry(selectedEntry, playerIndex); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { Game1.isPaused = false; ExitScreen(); } }
/// <summary> /// Handles input for the specified player. In local game modes, this is called /// just once for the controlling player. In network modes, it can be called /// more than once if there are multiple profiles playing on the local machine. /// Returns true if we should continue to handle input for subsequent players, /// or false if this player has paused the game. /// </summary> bool HandlePlayerInput(InputState input, PlayerIndex playerIndex) { // Look up inputs for the specified player profile. KeyboardState keyboardState = input.CurrentKeyboardStates[(int)playerIndex]; GamePadState gamePadState = input.CurrentGamePadStates[(int)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[(int)playerIndex]; if (input.IsPauseGame(playerIndex) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(networkSession), playerIndex); return false; } return true; }
/// <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"); if (ControllingPlayer.HasValue) { // In single player games, handle input for the controlling player. HandlePlayerInput(input, ControllingPlayer.Value); } else if (networkSession != null) { // In network game modes, handle input for all the foreach (LocalNetworkGamer gamer in networkSession.LocalGamers) { if (!HandlePlayerInput(input, gamer.SignedInGamer.PlayerIndex)) break; } } }
/// <summary> /// Handles input for the specified player. In local game modes, this is called /// just once for the controlling player. In network modes, it can be called /// more than once if there are multiple profiles playing on the local machine. /// Returns true if we should continue to handle input for subsequent players, /// or false if this player has paused the game. /// </summary> bool HandlePlayerInput(InputState input, PlayerIndex playerIndex) { // Look up inputs for the specified player profile. KeyboardState keyboardState = input.CurrentKeyboardStates[(int)playerIndex]; GamePadState gamePadState = input.CurrentGamePadStates[(int)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[(int)playerIndex]; if (input.IsPauseGame(playerIndex) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(networkSession), playerIndex); return false; } // Otherwise move the player position. Vector2 movement = Vector2.Zero; if (keyboardState.IsKeyDown(Keys.Left)) movement.X--; if (keyboardState.IsKeyDown(Keys.Right)) movement.X++; if (keyboardState.IsKeyDown(Keys.Up)) movement.Y--; if (keyboardState.IsKeyDown(Keys.Down)) movement.Y++; Vector2 thumbstick = gamePadState.ThumbSticks.Left; movement.X += thumbstick.X; movement.Y -= thumbstick.Y; if (movement.Length() > 1) movement.Normalize(); playerPosition += movement * 2; return true; }