public virtual void select(InputHandlerComponent i) { if (i.getButton("Select", true)) { if (Selected != null) { Selected(this, new EventArgs()); } } }
public MediaLibraryComponent(Game game, MenuComponent m) : base(game) { menus = m; input = new InputHandlerComponent(game); playList = new List <Song>(); random = new Random(); spriteBatch = new SpriteBatch(game.GraphicsDevice); }
public void update(InputHandlerComponent input) { movement(input); for (int i = top; i < bottom; i++) { options[i].update(input); } counter++; }
public void update(InputHandlerComponent i) { movement(i); foreach (OptionType option in options) { option.update(i); } counter++; }
public override void update(InputHandlerComponent i, ref string state) { if (activeSubMenu) { subMenu.update(i, ref state); } else { base.update(i, ref state); } }
public MenuComponent(Game game) : base(game) { spriteBatch = new SpriteBatch(game.GraphicsDevice); input = new InputHandlerComponent(game); transitionManager = new TransitionManager(); menus = new Dictionary <string, MenuType>(); systems = new Dictionary <string, SystemType>(); menuStack = new Stack <string>(); gameStack = new Stack <string>(); }
public override void select(InputHandlerComponent i, ref string state) { if (i.getButton("Select", true)) { if (Selected != null) { Text = "Press any key"; Selected(this, new EventArgs()); } } }
public void update(InputHandlerComponent i) { arrows.update(i); if (i.getButton("Select", true)) { if (Selected != null) { Selected(this, new EventArgs()); } } }
/// <summary> /// Checks to see if the user has pressed the back button, and if so, raises the Back event and resets the menu data. /// </summary> /// <param name="i">The game's menu input handler.</param> public virtual void back(InputHandlerComponent i) { if (i.getButton("Back", true)) { if (Back != null) { Back(this, new EventArgs()); } reset(); } }
public virtual void select(InputHandlerComponent i, ref string state) { if (i.getButton("Select", true)) { if (Selected != null) { Selected(this, new EventArgs()); } state = menuLink; } }
public /*override*/ void movement(InputHandlerComponent i) { if (i.getButton("Left", true) && !left.selected && !right.selected && level > 1) { level--; left.selected = true; } if (i.getButton("Right", true) && !left.selected && !right.selected && level < levelMax) { level++; right.selected = true; } }
public Snakez() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 240; graphics.PreferredBackBufferHeight = 320; graphics.ApplyChanges(); input = new InputHandlerComponent(this); Components.Add(input); }
/// <summary> /// Updates all of the menu's components, as well as checking if the user has pressed the back button. /// </summary> /// <param name="i">The game's menu input handler.</param> public virtual void update(InputHandlerComponent i) { switch (transitionState) { case TransitionState.menu: foreach (IComponent component in components.Values) { component.update(i); } back(i); break; } }
private void rotate(InputHandlerComponent input, Vector2 sourceVector) { //Get the vector of the touch pad Vector2 inputVector = input.getVector(vector - sourceVector); //If the y coordinate is positive, invert the rotation if (inputVector.Y > 0) { rotation = -(float)(Math.Acos(inputVector.X)); } else { rotation = (float)Math.Acos(inputVector.X); } }
public override void update(InputHandlerComponent i) { base.update(i); left.update(ref counter, counterMax); right.update(ref counter, counterMax); select(i); counter++; if (counter > counterMax) { counter = 0; } }
public override void update(GameTime gameTime, InputHandlerComponent input, Vector2 moveVector) { vector = moveVector; if (input.getButton(ButtonType.b, true)) { reload(); } if (input.getButton(ButtonType.a, true)) { shoot(gameTime); } bullet.update(gameTime, vector); }
public void scroll(InputHandlerComponent i) { if (i.getButton("Left", true) && leftState != "None") { if (leftState != "None") { Scroll(this, new DirectionArgs(Direction.left)); } } else if (i.getButton("Right", true) && rightState != "None") { if (rightState != "None") { Scroll(this, new DirectionArgs(Direction.right)); } } }
/// <summary> /// Updates the snake, based upon user input and level design. /// </summary> /// <param name="i">The game's input handler.</param> /// <param name="level">The current level the snake is in.</param> public void update(InputHandlerComponent i, LevelType level) { //If the snake needs to progress forward, check collision and react accordingly if (counter == interval) { switch (collision(level)) { //If the potential cell is empty or a portal, move the snake there. case CellContent.empty: case CellContent.portal: move(level); break; //If the cell is filled with a food item, move there and eat the food. case CellContent.food: move(level); EatFood(this, level.LevelFood.getArgs()); break; //If the cell is filled with a level item, i.e. a key, move there and activate the item. case CellContent.item: move(level); ActivateObject(this, new EventArgs()); break; //If the cell is a wall or a part of the snake, raise the game over event. case CellContent.snake: case CellContent.wall: GameOver(this, new EventArgs()); break; } counter = 0; canTurn = true; } //If a turn has not already been activated, allow the snake to attempt to turn if (canTurn) { turn(i); } //Update the counter counter++; }
public virtual void update(InputHandlerComponent i) { switch (state) { case OptionState.standard: option.update(); break; case OptionState.highlighted: highlighted.update(); select(i); break; case OptionState.pressed: hit.update(); break; } }
public void movement(InputHandlerComponent i) { if (i.getButton("Down", false) && index < options.Count - 1 && counter > interval) { options[index].State = OptionState.standard; index++; options[index].State = OptionState.highlighted; counter = 0; return; } else if (i.getButton("Up", false) && index > 0 && counter > interval) { options[index].State = OptionState.standard; index--; options[index].State = OptionState.highlighted; counter = 0; return; } }
public void update(InputHandlerComponent i) { movement(i); foreach (SlideType slide in slides) { slide.update(i); } calculateColor(); preview.changeColor(color); preview.update(i); option.update(i); counter++; }
public override void update(GameTime gameTime, InputHandlerComponent input, Vector2 moveVector) { vector = moveVector; bullet.update(gameTime, moveVector); if (input.getButton(ButtonType.b, true)) { reload(); } if (input.getButton(ButtonType.a, false)) { shoot(gameTime); } else if (input.getReleased(ButtonType.a, true)) { bullet.deactivate(); } }
public void movement(InputHandlerComponent i) { if (i.getButton("Left", false) && number > minimum) { number--; if (slider != null) { slider.move(number, maximum); } } if (i.getButton("Right", false) && number < maximum) { number++; if (slider != null) { slider.move(number, maximum); } } }
/// <summary> /// Turns the snake based on the input from the user. /// </summary> /// <param name="i">The game's input handler</param> private void turn(InputHandlerComponent i) { //The new orientation of the snake OrientationType newOrientation = head.Orientation; //Get the new orientation based on the input if (i.getButton("Right", true) && head.Orientation != OrientationType.left) { newOrientation = OrientationType.right; } else if (i.getButton("Up", true) && head.Orientation != OrientationType.down) { newOrientation = OrientationType.up; } else if (i.getButton("Down", true) && head.Orientation != OrientationType.up) { newOrientation = OrientationType.down; } else if (i.getButton("Left", true) && head.Orientation != OrientationType.right) { newOrientation = OrientationType.left; } //If there has been a change in the orientation, add a curve and change the snake if (newOrientation != head.Orientation) { CurveType curve = new CurveType(); curve.deepCopy(temp); curve.Vector = head.Vector; curve.Orientation = newOrientation; curve.Rotation = MovementFunctions.calculateCurveRotation(head.Orientation, newOrientation); curves.Add(curve.Vector, curve); head.Orientation = newOrientation; canTurn = false; } }
public void update(InputHandlerComponent i) { ArrowDirection direction = ArrowDirection.left; foreach (ArrowType arrow in arrows.Values) { arrow.update(); } if (i.getButton("Left", true)) { direction = ArrowDirection.left; } else if (i.getButton("Right", true)) { direction = ArrowDirection.right; } else if (i.getButton("Up", true)) { direction = ArrowDirection.up; } else if (i.getButton("Down", true)) { direction = ArrowDirection.down; } else { return; } try { getArrow(direction).press(); } catch { } }
public override void update(InputHandlerComponent input) { }
public override void update(InputHandlerComponent i) { scroll(i); }
public void update(InputHandlerComponent i) { }
public void updateInput(InputHandlerComponent i) { input = i; }
public virtual void update(InputHandlerComponent i) { getMenu(current).update(i); }