Example #1
0
        /// <summary>
        /// Input helper method provided by GameScreen.  Packages up the various input
        /// values for ease of use
        /// </summary>
        /// <param name="input">The state of the gamepads</param>
        public override void HandleInput(InputState input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                foreach (GameScreen screen in ScreenManager.GetScreens())
                    screen.ExitScreen();

                CollisionManager.ClearAll();
                ScreenManager.AddScreen(new BackgroundScreen());
                ScreenManager.AddScreen(new MainMenuScreen());
            }
        }
        public override void HandleInput(InputState input)
        {
            base.HandleInput(input);

            /// <summary>
            /// Read Touchscreen input
            /// </summary>
            /// <remarks>
            /// The base HandleInput has already populated lastTouchInput
            /// </remarks>
            if (lastTouchInput.Count > 0)
            {
                foreach (var touch in lastTouchInput)
                {
                    switch (touch.State)
                    {
                        case TouchLocationState.Pressed:
                            if (topPaddleTouchId == -1 &&
                                touch.Position.Y < topPaddle.Position.Y + topPaddle.Height &&
                                touch.Position.X > topPaddle.Position.X - 20 &&
                                touch.Position.X < topPaddle.Position.X + topPaddle.Width + 20)
                            {
                                topPaddleTouch = touch;
                                topPaddleTouchId = touch.Id;
                                //TODO: remove touch from lastTouchInput?
                            }
                            break;
                        case TouchLocationState.Moved:
                            if (touch.Id == topPaddleTouchId)
                            {
                                topPaddleTouch = touch;
                            }
                            break;
                        case TouchLocationState.Released:
                            if (touch.Id == topPaddleTouchId)
                            {
                                topPaddleTouchId = -1;
                            }
                            break;
                        default:
                            break;
                    }
                }
            }
        }
Example #3
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        /// 
        public override void HandleInput(InputState input)
        {
            //TouchCollection touchState = TouchPanel.GetState();
            bool touchDetected = false;
            Vector2 touchPosition = new Vector2();
            //interpert touch screen presses
            foreach (TouchLocation location in input.TouchState)
            {
                switch (location.State)
                {
                    case TouchLocationState.Pressed:
                        touchDetected = true;
                        touchPosition = location.Position;
                        break;
                    case TouchLocationState.Moved:
                        break;
                    case TouchLocationState.Released:
                        break;
                }
            }

            if (touchDetected)
            {
                foreach (MenuEntry menuEntry in menuEntries)
                {
                    Rectangle touchRect = new Rectangle((int)touchPosition.X - 5, (int)touchPosition.Y - 5,
                                                        10, 10);
                    if (menuEntry.EntryPosition.Intersects(touchRect))
                        menuEntry.OnSelectEntry();
                }
            }

            // 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();
            }
        }
Example #4
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)
 {
 }
        /// <summary>
        /// Input helper method provided by GameScreen.  Packages up the various input
        /// values for ease of use
        /// </summary>
        /// <param name="input">The state of the gamepads</param>
        public override void HandleInput(InputState input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                foreach (GameScreen screen in ScreenManager.GetScreens())
                    screen.ExitScreen();

                CollisionManager.ClearAll();
                ScreenManager.AddScreen(new BackgroundScreen());
                ScreenManager.AddScreen(new MainMenuScreen());
            }

            //if (input.IsPauseGame(null))
            //{
            //    PauseCurrentGame();
            //}

            /// Read Touchscreen input
            /// For now, add all "Pressed" and "Moved" events to lastTouchInput
            if (input.TouchState.Count > 0)
            {
                lastTouchInput = new List<TouchLocation>();
                foreach (var touch in input.TouchState)
                {
                    switch (touch.State)
                    {
                        case TouchLocationState.Pressed:
                            if (bottomPaddleTouchId == -1 &&
                                touch.Position.Y > bottomPaddle.Position.Y &&
                                touch.Position.X > bottomPaddle.Position.X - 20 &&
                                touch.Position.X < bottomPaddle.Position.X + bottomPaddle.Width + 20)
                            {
                                bottomPaddleTouch = touch;
                                bottomPaddleTouchId = touch.Id;
                            }
                            else
                            {
                                lastTouchInput.Add(touch);
                            }
                            break;
                        case TouchLocationState.Moved:
                            if (touch.Id == bottomPaddleTouchId)
                            {
                                bottomPaddleTouch = touch;
                            }
                            else
                            {
                                lastTouchInput.Add(touch);
                            }
                            break;
                        case TouchLocationState.Released:
                            if (touch.Id == bottomPaddleTouchId)
                            {
                                bottomPaddleTouchId = -1;
                            }
                            else
                            {
                                lastTouchInput.Add(touch);
                            }
                            break;
                        default:
                            break;
                    }
                }
            }

            /// Read Accelerometer input
            /// (use it to update powerups)
            float movement = 0.0f;
            if (accelState != null)
            {
                if (Math.Abs(accelState.X) > 0.10f)
                {
                    if (accelState.X > 0.0f)
                        movement = 10.0f;
                    else
                        movement = -10.0f;
                }
            }
            // TODO: use this movement to update powerups

            /// Read keyboard input
            /// (use it for debugging)
            KeyboardState keyState = Keyboard.GetState();
            lastKeyInput = new List<Keys>();

            //For default, bottom paddle movement
            if (keyState.IsKeyDown(Keys.Left))
            {
                lastKeyInput.Add(Keys.Left);
            }
            if (keyState.IsKeyDown(Keys.Right))
            {
                lastKeyInput.Add(Keys.Right);
            }

            //For multitouch, top paddle movement
            if (keyState.IsKeyDown(Keys.F))
            {
                lastKeyInput.Add(Keys.F);
            }
            if (keyState.IsKeyDown(Keys.D))
            {
                lastKeyInput.Add(Keys.D);
            }
        }