Exemple #1
0
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            // Test for the menuCancel action
            PlayerIndex player;

            if (menuCancel.Evaluate(input, ControllingPlayer, out player))
            {
                OnCancel();
            }

            // Read in our gestures
            foreach (GestureSample gesture in input.Gestures)
            {
                // If we have a tap
                if (gesture.GestureType == GestureType.Tap)
                {
                    // Test the tap against the buttons until one of the buttons handles the tap
                    foreach (Button b in menuButtons)
                    {
                        if (b.HandleTap(gesture.Position))
                        {
                            break;
                        }
                    }
                }
            }

            base.HandleInput(gameTime, input);
        }
Exemple #2
0
        /// <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(GameTime gameTime, InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

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

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState  gamePadState  = input.CurrentGamePadStates[playerIndex];

            // 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 = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            PlayerIndex player;

            if (pauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else if (startAction.Evaluate(input, ControllingPlayer, out player))
            {
                ScreenManager.AddScreen(DialogueScreen.InitializeDialogueBox(new Guid("129cfb6c-32de-11e2-8539-109adda800ea")), null);
            }
        }
Exemple #3
0
        /// <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(GameTime gameTime, InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

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

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState  gamePadState  = input.CurrentGamePadStates[playerIndex];

            // 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 = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            PlayerIndex player;

            if (pauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected)
            {
#if WINDOWS_PHONE
                ScreenManager.AddScreen(new PhonePauseScreen(), ControllingPlayer);
#else
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
#endif
            }
            else
            {
            }
        }
Exemple #4
0
        /// <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(GameTime gameTime, InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

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

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState  gamePadState  = input.CurrentGamePadStates[playerIndex];
            MouseState    mouse         = Mouse.GetState();

            // 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 = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            PlayerIndex player;

            if (pauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected)
            {
                // bloom.Dispose();
                bloom.Visible = false;

                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else
            {
                playerBody.detectInput(keyboardState, mouse, cam2D.Position, gameTime);
            }
        }
Exemple #5
0
        public override void HandleInput(float delta, InputState input)
        {
#if !EDITOR
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

            int playerIndex = (int)ControllingPlayer.Value;

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState  gamePadState  = input.CurrentGamePadStates[playerIndex];

            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            PlayerIndex player;
            if (pauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else
            {
                //  Make the player go through the death animation so they know they've died.
                if (Player.Instance.PlayerState == PlayerState.Dead && Player.Instance.CurrentAnimation.Completed)
                {
                    if (InputManager.Instance.Jump(true))
                    {
                        LoadLevel();
                    }
                }
            }
#endif
        }
Exemple #6
0
        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            PlayerIndex playerIndex;

            // 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 our Accepted and
            // Cancelled events, so they can tell which player triggered them.

            if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex) || yesButton.IsClicked(Mouse.GetState()))
            {
                // Raise the accepted event, then exit the message box.
                if (Accepted != null)
                {
                    Accepted(this, new PlayerIndexEventArgs(playerIndex));
                }

                ExitScreen();
            }
            else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex) || noButton.IsClicked(Mouse.GetState()))
            {
                // Raise the cancelled event, then exit the message box.
                if (Cancelled != null)
                {
                    Cancelled(this, new PlayerIndexEventArgs(playerIndex));
                }

                ExitScreen();
            }
        }
        public override void HandleInput(float delta, InputState input)
        {
            PlayerIndex playerIndex;
            float       speed = 5;

            if (_inputContinue.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }

            if (_moveUp.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                if (_position.Y < this.ScreenManager.GraphicsDevice.Viewport.Height * 0.2)
                {
                    this._position.Y += speed;
                }
            }

            if (_moveDown.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                if (_position.Y + _texture.Height >= this.ScreenManager.GraphicsDevice.Viewport.Height * 0.8)
                {
                    this._position.Y -= speed;
                }
            }
        }
Exemple #8
0
        /// <summary>
        /// Gère l'entrée de l'utilisateur. Appelée seulement lorsque cet écran
        /// est actif (contrairement à Update)
        /// </summary>
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

            // Répertorie les entrées pour le profil de joueur actif
            int playerIndex = (int)ControllingPlayer.Value;

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState  gamePadState  = input.CurrentGamePadStates[playerIndex];

            // Le jeu se met en pause si le joueur appuie sur le bouton pause, ou si
            // il déconnecte la manette active. Il faut donc garder une trace de si
            // une manette a déjà été branchée. On ne va pas mettre le jeu en pause si
            // il n'y a jamais eu de manette
            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            PlayerIndex player;

            if (pauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else
            {
                // TODO : modifier la gestion des ship pour que les commandes soient déclenchées ici (philosophie de développement)
            }
        }
Exemple #9
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            // For input tests 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;

            mouseHighlight(input, gameTime, this);

            // Move to the previous menu entry?
            if (menuUp.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                {
                    selectedEntry = menuEntries.Count - 1;
                }

                // if the entry is a blank then skip it
                while (menuEntries[selectedEntry].Text == "")
                {
                    selectedEntry--;
                    if (selectedEntry < 0)
                    {
                        selectedEntry = menuEntries.Count - 1;
                    }
                }
            }

            // Move to the next menu entry?
            if (menuDown.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                {
                    selectedEntry = 0;
                }

                // if the entry is a blank then skip it
                while (menuEntries[selectedEntry].Text == "")
                {
                    selectedEntry++;
                }
            }

            if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, playerIndex);
            }

            else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }
        }
Exemple #10
0
        public override void HandleInput(float delta, InputState input)
        {
            PlayerIndex playerIndex;

            // Move to the previous menu entry?
            if (menuUp.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                {
                    selectedEntry = menuEntries.Count - 1;
                }

                while (menuEntries[selectedEntry].ItemType == MenuEntryType.Separator || !menuEntries[selectedEntry].Enabled)
                {
                    selectedEntry--;

                    if (selectedEntry < 0)
                    {
                        selectedEntry = menuEntries.Count - 1;
                    }
                }

                AudioManager.Instance.PlayCue("UI_Move_1", true);
            }

            // Move to the next menu entry?
            if (menuDown.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                {
                    selectedEntry = 0;
                }

                while (menuEntries[selectedEntry].ItemType == MenuEntryType.Separator || !menuEntries[selectedEntry].Enabled)
                {
                    selectedEntry++;
                    if (selectedEntry >= menuEntries.Count)
                    {
                        selectedEntry = 0;
                    }
                }
                AudioManager.Instance.PlayCue("UI_Move_1", true);
            }

            if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                AudioManager.Instance.PlayCue("UI_Select_1", true);
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }
        }
Exemple #11
0
        /// <summary>
        /// Gère l'entrée de l'utilisateur en changeant l'entrée sélectionnée, en la
        /// validant ou en quittant le menu
        /// </summary>
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            // Pour les tests d'entrée, on passe notre ControllingPlayer (membre de GameScreen dont on hérite)
            // qui est soit null (pour accepter l'entrée de n'importe quel joueur) ou un index spécifique.
            // Si on passe null, InputState nous retournera quel joueur a effectivement émit l'entrée. On le passe
            // ensuite à OnSelectEntry et OnCancel pour qu'ils sachent quel joueur les a ciblé
            PlayerIndex playerIndex;

            // Se déplacer vers l'entrée précédente ?
            if (menuUp.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                {
                    selectedEntry = menuEntries.Count - 1;
                }
            }

            // Se déplacer vers l'entrée suivante ?
            if (menuDown.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                {
                    selectedEntry = 0;
                }
            }

            if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }

            // Ajout perso : gestion de la souris
            oldms = ms;
            ms    = Mouse.GetState();

            for (int i = 0; i < menuEntries.Count; i++)
            {
                MenuEntry menuEntry = menuEntries[i];

                if (new Rectangle((int)menuEntry.Position.X, (int)menuEntry.Position.Y - (int)menuEntry.Size.Y / 2, (int)menuEntry.Size.X, (int)menuEntry.Size.Y).Contains(new Point(ms.X, ms.Y)))
                {
                    selectedEntry = i;
                    if (ms.LeftButton == ButtonState.Pressed && oldms.LeftButton == ButtonState.Released)
                    {
                        OnSelectEntry(selectedEntry, playerIndex);
                    }
                }
            }
        }
        public override void HandleInput(float delta, InputState input)
        {
            PlayerIndex playerIndex;

            if (_skipScreen.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                this.ExitScreen();
            }
        }
Exemple #13
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting or cancelling
        /// the menu.
        /// </summary>
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            PlayerIndex playerIndex;

            //Move to the previous menu entry?
            if (menuUp.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                selectedEntry--;

                if (!string.IsNullOrEmpty(selectionChangeSound))
                {
                    SoundManager.Play(selectionChangeSound);
                }

                if (selectedEntry < 0)
                {
                    selectedEntry = menuEntries.Count - 1;
                }
            }

            //Move to the next menu entry?
            if (menuDown.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                selectedEntry++;

                if (!string.IsNullOrEmpty(selectionChangeSound))
                {
                    SoundManager.Play(selectionChangeSound);
                }

                if (selectedEntry >= menuEntries.Count)
                {
                    selectedEntry = 0;
                }
            }

            if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, playerIndex);

                if (!string.IsNullOrEmpty(selectionSound))
                {
                    SoundManager.Play(selectionSound);
                }
            }

            else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);

                if (!string.IsNullOrEmpty(cancelSound))
                {
                    SoundManager.Play(cancelSound);
                }
            }
        }
Exemple #14
0
        /// <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(GameTime gameTime, InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

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

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];

            GamePadState gamePadState = input.CurrentGamePadStates[playerIndex];

            MouseState mouseState = Mouse.GetState();

            // 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 = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            MC.Input(input, gameTime);
            PlayerIndex player;

            if (pauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else
            {
                if (mouseState.LeftButton == ButtonState.Pressed)
                {
                    Vector2 boxPos = (cam2D.Position / 64) + new Vector2(mouseState.X, mouseState.Y);
                    Crates.Add(new Crate(content.Load <Texture2D>("Art/_box"), boxPos, world));
                }
                if (keyboardState.IsKeyDown(Keys.A))
                {
                    cam2D.MoveCamera(new Vector2(-0.5f, 0));
                }

                if (keyboardState.IsKeyDown(Keys.D))
                {
                    cam2D.MoveCamera(new Vector2(0.5f, 0));
                }
                if (keyboardState.IsKeyDown(Keys.W))
                {
                    cam2D.MoveCamera(new Vector2(0, -0.5f));
                }
                if (keyboardState.IsKeyDown(Keys.S))
                {
                    cam2D.MoveCamera(new Vector2(0, 0.5f));
                }
            }
        }
Exemple #15
0
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            base.HandleInput(gameTime, input);

            PlayerIndex idx;

            if (menuCancel.Evaluate(input, null, out idx))
            {
                CallExit();
            }
        }
Exemple #16
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or pausing the <see cref="DialogueScreen"/>DialogueScreen</see>.
        /// </summary>
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            // For input tests 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;

            // Move to the previous menu entry?
            if (upAction.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                {
                    selectedEntry = responses.Count - 1;
                }
            }

            // Move to the next menu entry?
            if (downAction.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                selectedEntry++;

                if (selectedEntry >= responses.Count)
                {
                    selectedEntry = 0;
                }
            }

            PlayerIndex player;

            if (pauseAction.Evaluate(input, ControllingPlayer, out player))
            {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else if (selectAction.Evaluate(input, ControllingPlayer, out player))
            {
                if (responses.Count != 0)
                {
                    OnSelectEntry(selectedEntry);
                }
                else
                {
                    if (Finished != null)
                    {
                        Finished(this, new PlayerIndexEventArgs(playerIndex));
                    }

                    ExitScreen();
                }
            }
        }
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            base.HandleInput(gameTime, input);

            PlayerIndex playerIndex;

            if (menuSelectBack.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                OnSelectEntryPrevious(selectedEntry, playerIndex);
            }
        }
Exemple #18
0
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            // Test for the menuCancel action
            PlayerIndex player;

            if (menuCancel.Evaluate(input, ControllingPlayer, out player))
            {
                OnCancel();
            }



            base.HandleInput(gameTime, 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(GameTime gameTime, InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

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

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState  gamePadState  = input.CurrentGamePadStates[playerIndex];

            // 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 = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            PlayerIndex player;

            if (pauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected)
            {
                // bloom.Dispose();
                bloom.Visible = false;

                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else
            {
                if (keyboardState.IsKeyDown(Keys.A) || keyboardState.IsKeyDown(Keys.Left))
                {
                    playerBody.playerBody.ApplyLinearImpulse(new Vector2(-1, 0));
                }
                if (keyboardState.IsKeyDown(Keys.D) || keyboardState.IsKeyDown(Keys.Right))
                {
                    playerBody.playerBody.ApplyLinearImpulse(new Vector2(1, 0));
                }
                if (keyboardState.IsKeyDown(Keys.S) || keyboardState.IsKeyDown(Keys.Down))
                {
                    playerBody.playerBody.ApplyLinearImpulse(new Vector2(0, 1));
                }
                if (keyboardState.IsKeyDown(Keys.W) || keyboardState.IsKeyDown(Keys.Up))
                {
                    playerBody.playerBody.ApplyLinearImpulse(new Vector2(0, -1));
                }
            }
        }
        /// <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(GameTime gameTime, InputState input)
        {
            PlayerIndex player;

            foreach (GestureSample gesture in input.Gestures)
            {
                // If we have a tap
                if (gesture.GestureType == GestureType.Tap)
                {
                    LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(),
                                       new PhoneMainMenuScreen());
                }
            }

            if (backToMenu.Evaluate(input, ControllingPlayer, out player))
            {
                LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(),
                                   new PhoneMainMenuScreen());
            }
        }
Exemple #21
0
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            // Test for the menuCancel action
            PlayerIndex player;

            if (menuCancel.Evaluate(input, ControllingPlayer, out player))
            {
                OnCancel();
            }

            // Read in our gestures
            foreach (GestureSample gesture in input.Gestures)
            {
                // If we have a tap
                if (gesture.GestureType == GestureType.Tap)
                {
                    nextLevelButton.HandleTap(gesture.Position);
                }
            }

            base.HandleInput(gameTime, input);
        }
Exemple #22
0
        /// <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(GameTime gameTime, InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

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

            PlayerIndex player;

            if (pauseAction.Evaluate(input, ControllingPlayer, out player))
            {
                ScreenManager.AddScreen(new PhonePauseScreen(), ControllingPlayer);
            }


            // The player lost a life or the game
            if (Player.isActive == false)
            {
                if (Player.Health > 0)
                {
                    // The player lost a life
                    ScreenManager.AddScreen(new LostLifeMenuScreen(), ControllingPlayer);
                    Player.Reset();
                    currentTabPosition = Player.initPosition;

                    // Reset the stopwatch
                    stopwatch.Reset();
                }
                if (Player.Health == 0)
                {
                    // The player is gameover
                    ScreenManager.AddScreen(new GameOverMenuScreen(), ControllingPlayer);
                    Player.Initialize();
                    currentTabPosition = Player.initPosition;
                }
            }

            // The Player has won the Game
            if (Player.hasWon == true)
            {
                // Stop the stopwatch and give the elapsed time to the winnerScreen
                stopwatch.Stop();

                timespan = stopwatch.Elapsed;

                ScreenManager.AddScreen(new winnerMenuScreen(Player.countTaps, Player.Health, currentLevel, timespan), ControllingPlayer);
            }


            if (Player.isActive == true)
            {
                // Loops through the inputs in queue
                // In this case it only looks for taps
                foreach (GestureSample gesture in input.Gestures)
                {
                    if (gesture.GestureType == GestureType.Tap)
                    {
                        // Start stopwatch only if its the first tap
                        if (Player.countTaps == 0)
                        {
                            stopwatch.Start();
                        }


                        // Set the new tap position and calculate direction
                        currentTabPosition = gesture.Position;

                        // Subtract the players half-width and half-height ( for precisness reasons )
                        currentTabPosition.X -= Player.Width / 2;
                        currentTabPosition.Y -= Player.Height / 2;

                        //Recalculate the currentTap if it is out of range
                        if (currentTabPosition.X < 0)
                        {
                            currentTabPosition.X = 0;
                        }
                        if (currentTabPosition.X > 775)
                        {
                            currentTabPosition.X = 775;
                        }
                        if (currentTabPosition.Y < 41)
                        {
                            currentTabPosition.Y = 41;
                        }
                        if (currentTabPosition.Y > 415)
                        {
                            currentTabPosition.Y = 415;
                        }

                        // Calculate the moving direction and normalize the vector to length 1
                        Player.movingDirection = currentTabPosition - Player.Position;
                        Player.movingDirection.Normalize();

                        // Count Tap
                        Player.countTaps += 1;
                    }
                }
            }
        }
Exemple #23
0
        bool isRotated = false;//TODO : rename this variable appropriately , or create input manager? to handle "key pressed once" event?
        /// <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(GameTime gameTime, InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

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

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState  gamePadState  = input.CurrentGamePadStates[playerIndex];

            // 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 = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            PlayerIndex player;

            if (pauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected)
            {
                // bloom.Dispose();
                bloom.Visible = false;

                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else
            {
                Dictionary <Tuple <Keys, Keys>, Vector2> dirMoves = new Dictionary <Tuple <Keys, Keys>, Vector2>()
                {
                    { new Tuple <Keys, Keys> (Keys.A, Keys.Left), new Vector2(-.1f, 0) },
                    { new Tuple <Keys, Keys> (Keys.D, Keys.Right), new Vector2(.1f, 0) },
                    { new Tuple <Keys, Keys> (Keys.W, Keys.Up), new Vector2(0, -.1f) },
                    { new Tuple <Keys, Keys> (Keys.S, Keys.Down), new Vector2(0, .1f) }
                };
                foreach (var k in dirMoves)
                {
                    if (keyboardState.IsKeyDown(k.Key.Item1) || keyboardState.IsKeyDown(k.Key.Item2))
                    {
                        cam2D.MoveCamera(k.Value);
                    }
                }


                if (!isRotated && keyboardState.IsKeyDown(Keys.R))
                {
                    isRotated = true;
                    if (assetRotation == 1.57f)
                    {
                        assetRotation = 0;
                    }
                    else
                    {
                        assetRotation = 1.57f;
                    }
                }
                else if (keyboardState.IsKeyUp(Keys.R))
                {
                    isRotated = false;
                }

                if (keyboardState.IsKeyDown(Keys.Y))
                {
                    assetRotation += 0.1f;
                }
                if (keyboardState.IsKeyDown(Keys.T))
                {
                    assetRotation -= 0.1f;
                }
                if (keyboardState.IsKeyDown(Keys.T))
                {
                    assetRotation -= 0.1f;
                }
                if (keyboardState.IsKeyDown(Keys.Enter) && resetSave == false)
                {
                    writeToFile();
                    resetSave = true;
                }
                if (keyboardState.IsKeyDown(Keys.LeftShift))
                {
                    resetSave = false;
                }
            }
        }
Exemple #24
0
        public void HandleInput(InputState input, PlayerIndex controllingPlayer)
        {
            #region Set up variables to use
            int         playerIndex = (int)controllingPlayer;
            PlayerIndex player;

            int nextState = -1;
            #endregion

            #region Change Player State
            if (upActions.Evaluate(input, controllingPlayer, out player))
            {
                if (leftActions.Evaluate(input, controllingPlayer, out player))
                {
                    nextState = UPLEFT;
                }
                else if (rightActions.Evaluate(input, controllingPlayer, out player))
                {
                    nextState = UPRIGHT;
                }
                else
                {
                    nextState = UP;
                }
            }
            else if (downActions.Evaluate(input, controllingPlayer, out player))
            {
                if (leftActions.Evaluate(input, controllingPlayer, out player))
                {
                    nextState = DOWNLEFT;
                }
                else if (rightActions.Evaluate(input, controllingPlayer, out player))
                {
                    nextState = DOWNRIGHT;
                }
                else
                {
                    nextState = DOWN;
                }
            }
            else if (leftActions.Evaluate(input, controllingPlayer, out player))
            {
                nextState = LEFT;
            }
            else if (rightActions.Evaluate(input, controllingPlayer, out player))
            {
                nextState = RIGHT;
            }
            else
            {
                nextState = IDLE;
            }

            if (nextState != state)
            {
                state = nextState;
                switch (state)
                {
                default:
                    activeSprite = 0;
                    break;
                }
                ResetInactiveSprites();
            }
            #endregion

            #region Try to fire bullets
            if (gunReloadTime <= 0 && fireActions.Evaluate(input, controllingPlayer, out player))
            {
                bulletsFired.Add(new PlayerBullet(position, bounds));
                gunReloadTime += 333.0f;
            }
            #endregion

            #region Set player Velocity
            velocity = new Vector2();
            switch (state)
            {
            case UPLEFT:
                velocity = new Vector2(-HORIZONTAL_SPEED / 2.0f, -VERTICAL_SPEED / 2.0f);
                break;

            case UP:
                velocity = new Vector2(0, -VERTICAL_SPEED);
                break;

            case UPRIGHT:
                velocity = new Vector2(HORIZONTAL_SPEED / 2.0f, -VERTICAL_SPEED / 2.0f);
                break;

            case LEFT:
                velocity = new Vector2(-HORIZONTAL_SPEED, 0);
                break;

            case RIGHT:
                velocity = new Vector2(HORIZONTAL_SPEED, 0);
                break;

            case DOWNRIGHT:
                velocity = new Vector2(HORIZONTAL_SPEED / 2.0f, VERTICAL_SPEED / 2.0f);
                break;

            case DOWN:
                velocity = new Vector2(0, VERTICAL_SPEED);
                break;

            case DOWNLEFT:
                velocity = new Vector2(-HORIZONTAL_SPEED / 2.0f, VERTICAL_SPEED / 2.0f);
                break;

            default:
                velocity = new Vector2(0, 0);
                break;
            }


            #endregion

            #region Adjust Time
            if (slowTimeActions.Evaluate(input, controllingPlayer, out player) && chaosDriveFuel > 0 && driveReloadTime <= 0)
            {
                timeAdjustment = 0.5f;
            }
            else if (accelTimeActions.Evaluate(input, controllingPlayer, out player) && chaosDriveFuel > 0 && driveReloadTime <= 0)
            {
                timeAdjustment = 2.0f;
            }
            else
            {
                timeAdjustment = 1.0f;
            }
            #endregion
        }
Exemple #25
0
        /// <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(GameTime gameTime, InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

            //Sets previous camera position to the last position it was
            //(only when panning is not initiated)
            _camera.PreviousCameraPosition = _averagePlayerPosition;

            _averagePlayerPosition = Vector2.Zero;
            int NumberOfActivePlayers = 0;

            for (int playerIndex = 0; playerIndex < playerList.Count; playerIndex++)
            {
                // Look up inputs for the active player profile.
                // sets the index by default to player one.
                PlayerIndex pI = PlayerIndex.One;

                switch (playerIndex)
                {
                case 0:
                    pI = PlayerIndex.One;
                    break;

                case 1:
                    pI = PlayerIndex.Two;
                    break;

                case 2:
                    pI = PlayerIndex.Three;
                    break;

                case 3:
                    pI = PlayerIndex.Four;
                    break;
                }

                KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
                GamePadState  gamePadState  = input.CurrentGamePadStates[playerIndex];

                // 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 = !gamePadState.IsConnected &&
                                           input.GamePadWasConnected[playerIndex];

                PlayerIndex player;


                //Reset the level
                if (resetAction.Evaluate(input, pI, out player))
                {
                    ResetLevel();
                }


                //Toggle the collision markers on and off
                if (playerIndex == 0)
                {
                    if (toggleCollisionVisibility.Evaluate(input, pI, out player))
                    {
                        foreach (CollisionSurface c in _layers[_layerDictionary["c"]].Sprites)
                        {
                            c.Visible = !c.Visible;
                        }
                    }
                }

                //If the game is paused, add the pause screen
                if (pauseAction.Evaluate(input, pI, out player) || gamePadDisconnected)
                {
                    ScreenManager.AddScreen(new PauseMenuScreen(), pI);
                }
                else
                {
                    if (stunPlayers.Evaluate(input, pI, out player))
                    {
                        playerList[playerIndex].IsStunned = true;
                    }

                    // Otherwise update the player position.
                    playerList[playerIndex].Update(gameTime, input, _layers[_layerDictionary["c"]].Sprites, _layers[_layerDictionary["interactive"]].Sprites);
                }

                //Gets the bounds of the screen to check whether the player is within them
                Rectangle screenBounds = new Rectangle((int)_camera.Position.X, (int)_camera.Position.Y, (int)(BaseScreenSize.X / _camera.Zoom), (int)(BaseScreenSize.Y / _camera.Zoom));

                if (!playerList[playerIndex].BoundingBox().Intersects(screenBounds))
                {
                    //If the player is outside the bounds of the screen and still alive, kill them.
                    if (playerList[playerIndex].IsAlive)
                    {
                        //Initiate the camera pan to the new average position
                        _camera.SlideCamera = true;

                        playerList[playerIndex].IsAlive = false;
                    }
                }

                //If the player is alive, then add their position to the average
                if (playerList[playerIndex].IsAlive)
                {
                    _averagePlayerPosition += playerList[playerIndex].Position;
                    NumberOfActivePlayers++;
                }
            }

            //Find the average screen position of all active players (dead players are inactive).
            _averagePlayerPosition.X = _averagePlayerPosition.X / NumberOfActivePlayers;
            _averagePlayerPosition.Y = _averagePlayerPosition.Y / NumberOfActivePlayers;


            //Move the camera to look at this position
            _camera.LookAt(_averagePlayerPosition, BaseScreenSize);

            if (NumberOfActivePlayers == 0)
            {
                ResetLevel();
            }
        }
Exemple #26
0
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

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

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState  gamePadState  = input.CurrentGamePadStates[playerIndex];

            // 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 = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            PlayerIndex player;

            if (pauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected)
            {
                bloom.Visible = false;

                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else
            {
                if (keyboardState.IsKeyDown(Keys.A) || gamePadState.Buttons.A == ButtonState.Pressed)
                {
                    if (levelFrom == 1)
                    {
                        ExitScreen();


                        bloom.Visible = false;

                        LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new GameplayScreen());
                    }
                    else if (levelFrom == 2)
                    {
                        ExitScreen();
                        bloom.Visible = false;
                        LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new level2Screen());
                    }
                    else if (levelFrom == 3)
                    {
                        ExitScreen();
                        bloom.Visible = false;
                        LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new level3Screen());
                    }
                    else if (levelFrom == 0)
                    {
                        ExitScreen();
                        bloom.Visible = false;
                        LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new TutLevel1());
                    }
                }
                // enter or a is continue
                // b or esc is back ect
            }
        }
        /// <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(GameTime gameTime, InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

            // Look up inputs for the active player profile.
            int playerIndex = (int)(ControllingPlayer ?? 0);

            KeyboardState keyboardState = input.CurrentKeyboardStates;
            GamePadState  gamePadState  = input.CurrentGamePadStates[playerIndex];

            // 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 = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            PlayerIndex player;

            if (PauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected)
            {
                Machine.Paused      = true;
                UnpauseOnActivation = true;
                ScreenManager.AddScreen(new MainMenuScreen(ScreenManager), ControllingPlayer);
            }


            Keyboard.GetState();
            if (Keyboard.HasBeenPressed(Keys.Space))
            {
                Machine.Paused = !Machine.Paused;
            }
            if (Keyboard.HasBeenPressed(Keys.Enter))
            {
                MathboxRenderer.PauseOnNextRender = true;
                Machine.Paused = false;
            }
            if (Keyboard.HasBeenPressed(Keys.Tab))
            {
                Settings.TestSwitch = !Settings.TestSwitch;
            }
            if (Keyboard.HasBeenPressed(Keys.F3))
            {
                Machine.Reset(Emulation.Machine.RESET_TYPE.USER);
            }
            if (Keyboard.HasBeenPressed(Keys.F7))
            {
                if (Keyboard.IsPressed(Keys.LeftShift) || Keyboard.IsPressed(Keys.RightShift))
                {
                    // save state
                    using (FileStream stream = new FileStream("irobot.sav", FileMode.Create))
                    {
                        IFormatter formatter = new BinaryFormatter();
                        formatter.Serialize(stream, Machine);
                        stream.Close();
                    }
                }
                else
                {
                    // load state
                    using (FileStream stream = new FileStream("irobot.sav", FileMode.Open))
                    {
                        //                        IFormatter formatter = new BinaryFormatter();
                        //                        Machine = (Machine)formatter.Deserialize(stream);
                        //                        stream.Close();
                    }
                }
            }
            if (Keyboard.HasBeenPressed(Keys.F10))
            {
                Settings.SpeedThrottle = !Settings.SpeedThrottle;
            }
        }
Exemple #28
0
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

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

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState  gamePadState  = input.CurrentGamePadStates[playerIndex];

            // 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 = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            PlayerIndex player;

            if (pauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected)
            {
#if WINDOWS_PHONE
                EngineInstance.Pause();
                ScreenManager.AddScreen(new PhonePauseScreen(), ControllingPlayer);
#else
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
#endif
            }
            else
            {
                // If Accelerometer is off, touch input will be used
                if (ScreenManager.enableAccelerometer == false && ScreenManager.enableAnimation == false)
                {
                    //// Otherwise move the player position.
                    Vector2 movement = Vector2.Zero;

                    if (input.TouchState.Count > 0)
                    {
                        Vector2 touchPosition = input.TouchState[0].Position;
                        //distance = new Vector2(((touchPosition.X - playerPosition.X) - 20), ((touchPosition.Y - playerPosition.Y) - 50));
                        distance = new Vector2(((touchPosition.X - playerPosition.X) - 20), 0);

                        movement = distance / 8;
                    }

                    playerPosition += movement;
                    playerRect.X   += Convert.ToInt32(movement.X);

                    // Prevent player from moving off the road
                    if (playerPosition.X <= 72)
                    {
                        playerPosition.X = 72;
                        distance.X       = 0;
                    }
                    else if (playerPosition.X + carWidth >= 300)
                    {
                        playerPosition.X = 300 - carWidth;
                        distance.X       = 0;
                    }
                    //
                }
            }
        }
Exemple #29
0
        /// <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(GameTime gameTime, InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

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

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState  gamePadState  = input.CurrentGamePadStates[playerIndex];

            // 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 = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            PlayerIndex player;

            if (pauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected)
            {
#if WINDOWS_PHONE
                ScreenManager.AddScreen(new PhonePauseScreen(), ControllingPlayer);
#else
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
#endif
            }
            else
            {
                // Otherwise move the player position.
                Vector2 movement = Vector2.Zero;

                if (keyboardState.IsKeyDown(Keys.Left))
                {
                    movement.X--;
                }

                if (keyboardState.IsKeyDown(Keys.Right))
                {
                    movement.X++;
                }

                if (keyboardState.IsKeyDown(Keys.Up))
                {
                    movement.Y--;
                }

                if (keyboardState.IsKeyDown(Keys.Down))
                {
                    movement.Y++;
                }

                Vector2 thumbstick = gamePadState.ThumbSticks.Left;

                movement.X += thumbstick.X;
                movement.Y -= thumbstick.Y;

                if (input.TouchState.Count > 0)
                {
                    Vector2 touchPosition = input.TouchState[0].Position;
                    Vector2 direction     = touchPosition - playerPosition;
                    direction.Normalize();
                    movement += direction;
                }

                if (movement.Length() > 1)
                {
                    movement.Normalize();
                }

                playerPosition += movement * 8f;
            }
        }
Exemple #30
0
        /// <summary>
        /// Gets player horizontal movement and jump commands from input.
        /// </summary>
        private void GetInput(GameTime gameTime, InputState input)
        {
            int          thisPlayer   = (int)playerIndex;
            GamePadState gamePadState = input.CurrentGamePadStates[thisPlayer];

            if (!IsStunned)
            {
                //Get analog horizontal movement.
                movement = gamePadState.ThumbSticks.Left.X * MoveStickScale;

                //Ignore small movements to prevent running in place.
                if (Math.Abs(movement) < 0.5f)
                {
                    movement = 0.0f;
                }


                // If any digital horizontal movement input is found, override the analog movement.
                PlayerIndex player;

                if (moveLeft.Evaluate(input, playerIndex, out player))
                {
                    movement = -1.0f;
                }
                else if (moveRight.Evaluate(input, playerIndex, out player))
                {
                    movement = 1.0f;
                }


                //Change animation based on movement input.
                if (movement < 0)
                {
                    if (Animation != "Left")
                    {
                        Animation = "Left";
                    }
                }
                else if (movement > 0)
                {
                    if (Animation != "Right")
                    {
                        Animation = "Right";
                    }
                }
                else
                {
                    if (!Animation.Contains("Idle"))
                    {
                        if (Animation.Contains("Left"))
                        {
                            Animation = "LeftIdle";
                        }
                        else
                        {
                            Animation = "RightIdle";
                        }
                    }
                }

                //if( !apexReached)
                wantsToJump = jump.Evaluate(input, playerIndex, out player);

                isSprinting = sprint.Evaluate(input, playerIndex, out player);
                isCrouching = crouch.Evaluate(input, playerIndex, out player);

                /*if (!wasJumping)
                 * {
                 *  if ((isJumping && jumpTime == 0.0f) && !IsOnGround)
                 *      isGliding = true;
                 *  else
                 *      isGliding = false;
                 * }*/

                //if( IsFalling & !wasJumping & !IsOnGround)
                //isGliding = jump.Evaluate(input, playerIndex, out player);
            }
        }