Example #1
0
        public void HandleInput(KeyboardState state)
        {
            if (!_keyLocker.KeyPressed && state.IsKeyDown(Keys.Space) && !oldState.IsKeyDown(Keys.Space))
            {
                // Change to JumpAction
                _actionStateMachine.Change("jump");
                _keyLocker.LockKey(Keys.Space);
            }
            else if (state.IsKeyDown(Keys.Left) || state.IsKeyDown(Keys.Right)) // If left or right key is pressed
            {
                _actionStateMachine.Change("move");
            }
            else if (!_keyLocker.KeyPressed && state.IsKeyDown(Keys.Z) && !oldState.IsKeyDown(Keys.Z))
            {
                _actionStateMachine.Change("attack");
                _keyLocker.LockKey(Keys.Z);
            }
            else if (oldState.IsKeyUp(Keys.X) && state.IsKeyDown(Keys.X))
            {
                // Change to ThrowAction if actor is currently not throwing
                if (!_actor.isThrowing)
                {
                    _actionStateMachine.Change("throw", "stand");
                }
            }
            else if (state.IsKeyDown(Keys.Down))
            {
                _actionStateMachine.Change("crouch");
            }

            _keyLocker.CheckInputLock(state, Keys.Space);
            _keyLocker.CheckInputLock(state, Keys.Z);

            oldState = state;
        }
Example #2
0
        /// <summary>
        /// Handles the movement of the viewport, what button does what
        /// </summary>
        /// <param name="state">The current state of the keyboard</param>
        private void handleViewPortMovement(KeyboardState state)
        {
            if (state.IsKeyDown(Keys.Up))
            {
                currentLoc.Y -= 1;
            }
            else if (state.IsKeyDown(Keys.Down))
            {
                currentLoc.Y += 1;
            }
            if (state.IsKeyDown(Keys.Left))
            {
                currentLoc.X -= 1;
            }
            else if (state.IsKeyDown(Keys.Right))
            {
                currentLoc.X += 1;
            }

            // Zoom in
            if (state.IsKeyDown(Keys.OemPlus))
            {
                viewPortSize.X -= 5;
                viewPortSize.Y -= 5;
            }
            // zoom out
            else if (state.IsKeyDown(Keys.OemMinus))
            {
                viewPortSize.X += 5;
                viewPortSize.Y += 5;
            }

            // Go the menu
            if (!keyLocker.KeyPressed && state.IsKeyDown(Keys.Escape) && !oldState.IsKeyDown(Keys.Escape))
            {
                gameStateManager.Change("menu");
                keyLocker.LockKey(Keys.Escape);
            }
            // Go the inventory
            else if (!keyLocker.KeyPressed && state.IsKeyDown(Keys.I) && !oldState.IsKeyDown(Keys.I))
            {
                gameStateManager.Change("inventory", player);
                keyLocker.LockKey(Keys.I);
            }

            // Play the stage if it is selectable
            else if (!keyLocker.KeyPressed && state.IsKeyDown(Keys.Enter) && !oldState.IsKeyDown(Keys.Enter))
            {
                if (selectedStage != 0)
                {
                    gameStateManager.Change("stage", selectedStage, player);
                    keyLocker.LockKey(Keys.Enter);
                }
            }

            keyLocker.CheckInputLock(state, Keys.Enter);
            keyLocker.CheckInputLock(state, Keys.Escape);
            keyLocker.CheckInputLock(state, Keys.I);
        }