/// <summary>
        /// Responds to user input, accepting or cancelling the Level selector.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            PlayerIndex playerIndex;

            m_grid.HandleInput(input);

            if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                ExitScreen();
            }
        }
Example #2
0
        public void HandleInput(InputState input)
        {
            PlayerIndex playerIndex;

            m_old_selected_x = m_selected_x;
            m_old_selected_y = m_selected_y;
            m_list[m_grid[m_selected_y, m_selected_x].m_list_index].m_selected = false;

            if (m_cue.IsPrepared && !m_cue.IsPlaying)
            {
                m_cue.Play();
            }

            if (input.IsMenuRight(null))
            {
                m_selected_x++;

                if ( (m_selected_x == m_columns) || (m_grid[m_selected_y, m_selected_x].m_selectable != true) )
                {
                    m_selected_x = 0;
                }
                UpdateWav();

                //Console.WriteLine("Grid[" + m_selected_y + ", " + m_selected_x + "] Selected");
            }
            else if (input.IsMenuLeft(null))
            {
                m_selected_x--;

                if (m_selected_x < 0)
                {
                    m_selected_x = m_columns - 1;

                    while (m_grid[m_selected_y, m_selected_x].m_selectable != true)
                    {
                        m_selected_x--;
                    }
                }
                UpdateWav();
                //Console.WriteLine("Grid[" + m_selected_y + ", " + m_selected_x + "] Selected");
            }
            else if (input.IsMenuUp(null))
            {
                m_selected_y--;
                if (m_selected_y < 0)
                {
                    m_selected_y = m_rows - 1;

                    while (m_grid[m_selected_y, m_selected_x].m_selectable != true)
                    {
                        m_selected_y--;
                    }
                }
                UpdateWav();
                //Console.WriteLine("Grid[" + m_selected_y + ", " + m_selected_x + "] Selected");
            }
            else if (input.IsMenuDown(null))
            {
                m_selected_y++;
                if ( (m_selected_y == m_rows) || (m_grid[m_selected_y, m_selected_x].m_selectable != true) )
                {
                    m_selected_y = 0;
                }
                UpdateWav();
                //Console.WriteLine("Grid[" + m_selected_y + ", " + m_selected_x + "] Selected");
            }
            else if (input.IsMenuSelect(null, out playerIndex))
            {
                m_cue.Stop(AudioStopOptions.Immediate);
                m_list[m_grid[m_selected_y, m_selected_x].m_list_index].m_fcn_ptr();
            }

            m_list[m_grid[m_selected_y, m_selected_x].m_list_index].m_selected = true;
        }
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)
        {
            /* Set current to false */
            menuEntries[selectedEntry].Selected = false;

            // 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;
            }

            menuEntries[selectedEntry].Selected = true;

            // 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);
            }
        }
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>
        /// 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");

            //PlayerIndex playerIndex;

            // Look up inputs for the active player profile.
            //int playerIndex = (int)ControllingPlayer.Value;

            KeyboardState keyboardState1 = input.CurrentKeyboardStates[0];
            GamePadState gamePadState1 = input.CurrentGamePadStates[0];
            KeyboardState keyboardState2 = input.CurrentKeyboardStates[1];
            GamePadState gamePadState2 = input.CurrentGamePadStates[1];

            // 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 = !gamePadState1.IsConnected &&
                                       input.GamePadWasConnected[0] &&
                                       !gamePadState2.IsConnected &&
                                       input.GamePadWasConnected[1];

            if ((input.IsPauseGame(null) || gamePadDisconnected))
            {
                pause.Play();
                m_paused = true;
                ScreenManager.AddScreen(new PongPauseMenuScreen(this), null);
            }
            else
            {
                m_player1.Update(keyboardState1, gamePadState1);
                m_player2.Update(keyboardState2, gamePadState2);
            }
        }
        /// <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");

            PlayerIndex playerIndex;

            // Look up inputs for the active player profile.
            //int playerIndex = (int)ControllingPlayer.Value;

            KeyboardState keyboardState1 = input.CurrentKeyboardStates[0];
            GamePadState gamePadState1 = input.CurrentGamePadStates[0];
            KeyboardState keyboardState2 = input.CurrentKeyboardStates[1];
            GamePadState gamePadState2 = input.CurrentGamePadStates[1];

            // 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 = !gamePadState1.IsConnected &&
                                       input.GamePadWasConnected[0] &&
                                       !gamePadState2.IsConnected &&
                                       input.GamePadWasConnected[1];

            if ((input.IsPauseGame(null) || gamePadDisconnected) && m_intro.Scene_State == DrawableState.Finished)
            {
                pause.Play();
                m_paused = true;
                ScreenManager.AddScreen(new DuckHuntPauseMenuScreen(this), null);
            }

             // Handle Cloud Input
             // (DuckHuntPlayer 1)
            if ((input.IsNewKeyPress(Keys.D, PlayerIndex.One, out playerIndex) ||
               input.IsNewButtonPress(Buttons.X, PlayerIndex.One, out playerIndex)) &&
               m_intro.Scene_State == DrawableState.Finished &&
               !m_ducks.Intermission() &&
               m_player1.CloudNum != 0 &&
               m_ducks.BallsAlive() &&
               m_clouds_p1.State == DrawableState.Finished)
            {
                m_clouds_p1.Reset();

                m_player1.CloudNum -= 1;
            }

            // (DuckHuntPlayer 2)
            if ((input.IsNewKeyPress(Keys.OemComma, PlayerIndex.Two, out playerIndex) ||
                input.IsNewButtonPress(Buttons.X, PlayerIndex.Two, out playerIndex)) &&
                m_intro.Scene_State == DrawableState.Finished &&
                !m_ducks.Intermission() &&
                m_player2.CloudNum != 0 &&
                m_ducks.BallsAlive()  &&
                m_clouds_p2.State == DrawableState.Finished)
            {
                m_clouds_p2.Reset();

                m_player2.CloudNum -= 1;
            }

            // Handle Duck Calls
            // (DuckHuntPlayer 1)
            if ((input.IsNewKeyPress(Keys.F, PlayerIndex.One, out playerIndex) ||
                input.IsNewButtonPress(Buttons.Y, PlayerIndex.One, out playerIndex)) &&
                m_intro.Scene_State == DrawableState.Finished &&
                !m_ducks.Intermission() &&
                m_player1.DuckCallNum != 0 &&
                m_ducks.OneBallAlive())
            {
                m_ducks.ReleaseDuck();
                // Play duck call sound
                m_player1.DuckCallNum -= 1;
            }

            // (DuckHuntPlayer 2)
            if ((input.IsNewKeyPress(Keys.OemPeriod, PlayerIndex.Two, out playerIndex) ||
                input.IsNewButtonPress(Buttons.Y, PlayerIndex.Two, out playerIndex)) &&
                m_intro.Scene_State == DrawableState.Finished &&
                !m_ducks.Intermission() &&
                m_player2.DuckCallNum != 0 &&
                m_ducks.OneBallAlive())
            {
                m_ducks.ReleaseDuck();
                // Play duck call sound
                m_player2.DuckCallNum -= 1;
            }

            // Handle Shot Input
            // (DuckHuntPlayer 1)
            if ((input.IsNewKeyPress(Keys.G, PlayerIndex.One, out playerIndex) ||
               input.IsNewButtonPress(Buttons.B, PlayerIndex.One, out playerIndex)) &&
                m_intro.Scene_State == DrawableState.Finished &&
                !m_ducks.Intermission() &&
                m_player1.ShotNum != 0 &&
                m_ducks.BallsAlive())
            {
                if (m_ducks.DuckOneState == BallState.Active)
                {
                    m_ducks.DuckOneXVelocity *= -1.5f;
                    m_ducks.DuckOneYVelocity *= 1.5f;
                    m_ducks.DuckOneHit = Direction.None;
                    if (m_ducks.DuckOneDir == Direction.Right)
                    {
                        m_ducks.DuckOneDir = Direction.Left;
                    }
                    else if (m_ducks.DuckOneDir == Direction.Left)
                    {
                        m_ducks.DuckOneDir = Direction.Right;
                    }

                    m_duck1_flash = new TimeOutDrawable(new Image(m_ducks.DuckOneRectangle.X,
                                                              m_ducks.DuckOneRectangle.Y,
                                                              40, 40, flash), 5, false);
                }

                if (m_ducks.DuckTwoState == BallState.Active)
                {
                    m_ducks.DuckTwoXVelocity *= -1.5f;
                    m_ducks.DuckTwoYVelocity *= 1.5f;
                    m_ducks.DuckTwoHit = Direction.None;
                    if (m_ducks.DuckTwoDir == Direction.Right)
                    {
                        m_ducks.DuckTwoDir = Direction.Left;
                    }
                    else if (m_ducks.DuckTwoDir == Direction.Left)
                    {
                        m_ducks.DuckTwoDir = Direction.Right;
                    }

                    m_duck2_flash = new TimeOutDrawable(new Image(m_ducks.DuckTwoRectangle.X,
                                                              m_ducks.DuckTwoRectangle.Y,
                                                              40, 40, flash), 8, false);
                }
                m_duck1_flash.Tint = new Color(255, 255, 255, 128);
                m_duck2_flash.Tint = new Color(255, 255, 255, 128);
                m_flash.Reset();
                m_player1.ShotNum -= 1;
                m_shot.Play();
            }

            // (DuckHuntPlayer 2)
            if ((input.IsNewKeyPress(Keys.OemQuestion, PlayerIndex.Two, out playerIndex) ||
                input.IsNewButtonPress(Buttons.B, PlayerIndex.Two, out playerIndex)) &&
                m_intro.Scene_State == DrawableState.Finished &&
                !m_ducks.Intermission() &&
                m_player2.ShotNum != 0 &&
                m_ducks.BallsAlive())
            {
                if (m_ducks.DuckOneState == BallState.Active)
                {
                    m_ducks.DuckOneXVelocity *= -1.5f;
                    m_ducks.DuckOneYVelocity *= 1.5f;
                    m_ducks.DuckOneHit = Direction.None;
                    if (m_ducks.DuckOneDir == Direction.Right)
                    {
                        m_ducks.DuckOneDir = Direction.Left;
                    }
                    else if (m_ducks.DuckOneDir == Direction.Left)
                    {
                        m_ducks.DuckOneDir = Direction.Right;
                    }

                    m_duck1_flash = new TimeOutDrawable(new Image(m_ducks.DuckOneRectangle.X,
                                                              m_ducks.DuckOneRectangle.Y,
                                                              40, 40, flash), 8, false);
                }

                if (m_ducks.DuckTwoState == BallState.Active)
                {
                    m_ducks.DuckTwoXVelocity *= -1.5f;
                    m_ducks.DuckTwoYVelocity *= 1.5f;
                    m_ducks.DuckTwoHit = Direction.None;
                    if (m_ducks.DuckTwoDir == Direction.Right)
                    {
                        m_ducks.DuckTwoDir = Direction.Left;
                    }
                    else if (m_ducks.DuckTwoDir == Direction.Left)
                    {
                        m_ducks.DuckTwoDir = Direction.Right;
                    }
                    m_duck2_flash = new TimeOutDrawable(new Image(m_ducks.DuckTwoRectangle.X,
                                                              m_ducks.DuckTwoRectangle.Y,
                                                              40, 40, flash), 8, false);
                }
                m_duck1_flash.Tint = new Color(255, 255, 255, 128);
                m_duck2_flash.Tint = new Color(255, 255, 255, 128);
                m_flash.Reset();
                m_shot.Play();
                m_player2.ShotNum -= 1;
            }

            if (m_intro.Scene_State == DrawableState.Finished)
            {
                m_player1.UpdatePaddle(keyboardState1, gamePadState1, m_clouds_p2.CloudsA);
                m_player2.UpdatePaddle(keyboardState2, gamePadState2, m_clouds_p1.CloudsA);
            }
        }