Example #1
0
 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;
 }
Example #2
0
 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();
     }
 }
Example #3
0
        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;
        }
Example #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);
            }
        }
        /// <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);
            }
        }
Example #9
0
        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();
            }
        }
Example #10
0
        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;
                }
            }
        }
Example #13
0
        /// <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;
        }