Exemple #1
0
    //bool gamepadConnected = false;

    // Use this for initialization
    private void Start()
    {
        _gamepadInput = target.GetComponent <GamepadInputHandler>();
        _gamepadInput.OnGamepadConnected += OnGamepadConnected;

        canMove = true;

        Vector3 angles = transform.eulerAngles;

        x = angles.y;
        y = angles.x;

        //rigidbody = GetComponent<Rigidbody>();

        // Make the rigid body not change rotation

        /*if (rigidbody != null)
         * {
         *  rigidbody.freezeRotation = true;
         * }*/

        //string [] names = Input.GetJoystickNames();
        for (int i = 0; i < 4; i++)
        {
            PlayerIndex  index = (PlayerIndex)i;
            GamePadState state = GamePad.GetState(index);
            if (state.IsConnected)
            {
                _playerIndex = index;
                //gamepadConnected = true;
                break;
            }
        }
    }
        private void Run(string[] args)
        {
            using (new AgateWinForms(args)
                   .Initialize())
                using (new DisplayWindowBuilder(args)
                       .BackbufferSize(1280, 720)
                       .QuitOnClose()
                       .Build())
                {
                    inputHandler = new GamepadInputHandler();

                    playerOne = inputHandler.Gamepads.First();

                    Input.Handlers.Add(inputHandler);

                    font = new Font(Font.AgateSans, 12);

                    while (AgateApp.IsAlive)
                    {
                        Update(AgateApp.GameClock.Elapsed);
                        RenderScreen();

                        AgateApp.KeepAlive();
                    }

                    // Dispose of the input handler
                    inputHandler.Dispose();
                }
        }
Exemple #3
0
    private void Start()
    {
        _gamepadInput = player.GetComponent <GamepadInputHandler>();
        _gamepadInput.OnGamepadConnected += OnGamepadConnected;

        canMove = true;


        Vector3 angles = transform.eulerAngles;

        x = angles.y;
        y = angles.x;
        transform.position = camRef.transform.position;
        // gunCam = GetComponent<Camera>();

        for (int i = 0; i < 4; i++)
        {
            PlayerIndex  index = (PlayerIndex)i;
            GamePadState state = GamePad.GetState(index);
            if (state.IsConnected)
            {
                _playerIndex = index;
                //gamepadConnected = true;
                break;
            }
        }
    }
Exemple #4
0
    private void Start()
    {
        _gamepadInput             = GetComponent <GamepadInputHandler>();
        _gamepadInput.OnMovement += HandleGamepadSelection;
        _gamepadInput.OnAPressed += OnSelect;

        PlayerIndex _playerIndex = 0;

        for (int i = 0; i < 4; i++)
        {
            PlayerIndex  index = (PlayerIndex)i;
            GamePadState state = GamePad.GetState(index);
            if (state.IsConnected)
            {
                _playerIndex = index;
                break;
            }
        }

        if (!GamePad.GetState(_playerIndex).IsConnected)
        {
            enabled = false;
        }

        /*for(int i=0; i< buttons.Length;i++)
         *  buttons[i].rectTransform.parent.GetComponent<Button>().onClick.AddListener();*/
    }
 // Use this for initialization
 void Start()
 {
     rb            = GetComponent <Rigidbody2D> ();
     gamepad       = gameObject.GetComponent(typeof(Doodle.InputSystem.InputHandler)) as GamepadInputHandler;
     sprite        = gameObject.GetComponent(typeof(SpriteRenderer)) as SpriteRenderer;
     isFacingRight = true;
     colliderList  = new List <Collider2D> ();
 }
Exemple #6
0
    private void Start()
    {
        _gamepadInput            = GetComponentInParent <GamepadInputHandler>();
        _gamepadInput.OnAttack  += OnAttack;
        _keyboardInput           = GetComponentInParent <KeyboardInputHandler>();
        _keyboardInput.OnAttack += OnAttack;

        _playerMovement = GetComponentInParent <PlayerMovement>();

        anim = GetComponentInParent <Animator>();
    }
    private void Start()
    {
        canMove                    = true;
        rb                         = GetComponent <Rigidbody>();
        anim                       = GetComponent <Animator>();
        gamepadInput               = GetComponent <GamepadInputHandler>();
        gamepadInput.OnMovement   += OnMove;
        gamepadInput.OnStopMoving += OnStopMoving;

        keyboardInput               = GetComponent <KeyboardInputHandler>();
        keyboardInput.OnMovement   += OnMove;
        keyboardInput.OnStopMoving += OnStopMoving;
    }
        private static GamepadInputHandler NewInputHandler()
        {
            var result = new GamepadInputHandler();

            result.KeyMap.Add(KeyCode.Left, KeyMapItem.ToLeftStick(result.Gamepads.First(), Axis.X, -1));
            result.KeyMap.Add(KeyCode.Right, KeyMapItem.ToLeftStick(result.Gamepads.First(), Axis.X, 1));
            result.KeyMap.Add(KeyCode.Up, KeyMapItem.ToLeftStick(result.Gamepads.First(), Axis.Y, -1));
            result.KeyMap.Add(KeyCode.Down, KeyMapItem.ToLeftStick(result.Gamepads.First(), Axis.Y, 1));

            result.KeyMap.Add(KeyCode.Enter, KeyMapItem.ToButton(result.Gamepads.First(), GamepadButton.Start));
            result.KeyMap.Add(KeyCode.Escape, KeyMapItem.ToButton(result.Gamepads.First(), GamepadButton.Back));

            return(result);
        }
        static void Main(string[] args)
        {
            using (new AgateWinForms(args)
                   .Initialize())
                using (new DisplayWindowBuilder(args)
                       .Title("Event Driven Scene Example")
                       .BackbufferSize(1280, 720)
                       .AutoResizeBackBuffer()
                       .QuitOnClose()
                       .Build())
                {
                    // Create a Scene object for the title screen. When the enter key or
                    // the start button on the first gamepad is pressed, that will
                    // begin a new scene.
                    GamepadInputHandler titleInputHandler = NewInputHandler();

                    Scene titleScene = new Scene {
                        InputHandler = titleInputHandler
                    };

                    titleInputHandler.Gamepads.First().ButtonPressed += (sender, e) =>
                    {
                        if (e.Button == GamepadButton.Start)
                        {
                            CreateGameScene(titleScene.SceneStack);
                        }
                        else if (e.Button == GamepadButton.Back)
                        {
                            titleScene.IsFinished = true;
                        }
                    };

                    var font = new Font(Font.AgateSans)
                    {
                        Size  = 22,
                        Style = FontStyles.Bold
                    };

                    titleScene.Redraw += (sender, eventArgs) =>
                    {
                        Display.Clear(Color.Maroon);
                        font.DrawText(0, 0, "Press enter to begin game, escape to quit.");
                    };

                    var stack = new SceneStack();

                    stack.Start(titleScene);
                }
        }
Exemple #10
0
    private void Start()
    {
        _inputHandler             = GetComponent <GamepadInputHandler>();
        _inputHandler.OnAPressed += Skip;

        _keyboardInput         = GetComponent <KeyboardInputHandler>();
        _keyboardInput.OnSkip += Skip;

        alphaValue = 0;
        text.GetComponent <CanvasRenderer>().SetAlpha(alphaValue);
        sentencesCounter   = 0;
        fadeInOutDuration *= 60;
        text.text          = sentences[sentencesCounter];
        //textRyhtm = (sentences[sentencesCounter].Length)*2;
        //text.CrossFadeAlpha(1, fadeInOutDuration, false);
        nextSentence = (sentences[sentencesCounter].Length);
    }
    private void Start()
    {
        _gamepadInput                     = GetComponentInParent <GamepadInputHandler>();
        _gamepadInput.OnAttack           += OnAttack;
        _gamepadInput.OnEnterFirstPerson += EnterFP;
        _gamepadInput.OnExitFirstPerson  += ExitFP;
        _gamepadInput.OnTakeAim          += TakeAim;
        _gamepadInput.OnReleaseArrow     += Shoot;

        _keyboardInput                     = GetComponentInParent <KeyboardInputHandler>();
        _keyboardInput.OnAttack           += OnAttack;
        _keyboardInput.OnEnterFirstPerson += EnterFP;
        _keyboardInput.OnExitFirstPerson  += ExitFP;

        _playerMovement = GetComponentInParent <PlayerMovement>();

        anim = GetComponentInParent <Animator>();
    }
    void directionFacing(GamepadInputHandler g)
    {
        float direction = g.GetAxis(InputAxis.MotionX);

        //Debug.Log ("Direction: " + direction);
        if (direction > 0)
        {
            isFacingRight = true;
            //sprite.flipX = true;
            transform.localScale = new Vector3(1, 1, 1);
            //wallCheckPoint.localScale = new Vector2 (wallCheckPoint.localScale.x * 1, wallCheckPoint.localScale.y);
        }
        else if (direction < 0)
        {
            isFacingRight = false;
            //sprite.flipX = false;
            transform.localScale = new Vector3(-1, 1, 1);
            //wallCheckPoint.localScale = new Vector2 (wallCheckPoint.localScale.x * -1, wallCheckPoint.localScale.y);
        }
        else
        {
            //just keep the last known variables
        }
    }
Exemple #13
0
 private void Start()
 {
     _playerInput          = GameObject.FindGameObjectWithTag("Player").GetComponent <GamepadInputHandler>();
     _playerKeyboardInput  = GameObject.FindGameObjectWithTag("Player").GetComponent <KeyboardInputHandler>();
     _playerInput.OnPause += OpenCloseMenu;
 }