/// <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(); } }
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; }
/// <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); } }
/// <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); } }